Open Destiny
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Revision as of 11:06, 13 January 2010 by Staffan Björk (Talk | contribs) (Created page with 'Category:Patterns Category:Agent Patterns Category:Needs work Category:Needs examples Category:Staffan's current workpage ''The ability of agents to have dif…')
The ability of agents to have different narrative arcs between game instances due to the events that took place in the game session.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
A rewrite of a pattern that was part of the original collection in the paper Gameplay Design Patterns for Believable Non-Player Characters[1].
References
- ↑ Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.