Difference between revisions of "Agents"

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Revision as of 10:20, 13 January 2010


Game elements that can be interpreted as having goals.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Avatars, Units

Can Be Modulated By

Potentially Conflicting With

History

A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.

References

Acknowledgments

Avatars

Units