Difference between revisions of "Goal-Driven Personal Development"

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(Using the pattern)
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[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
 
''The ability of agents to update their goals after the closure of existing goals.''
 
''The ability of agents to update their goals after the closure of existing goals.''
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Note: ''[[Goal-Driven Personal Development]] looks at goals defined through making a game state fulfill certain criteria and therefore excludes many other types of goals agents playing games can have, e.g. experiential or social ones.''
  
 
=== Examples ===
 
=== Examples ===

Revision as of 14:54, 26 October 2015

The ability of agents to update their goals after the closure of existing goals.

Note: Goal-Driven Personal Development looks at goals defined through making a game state fulfill certain criteria and therefore excludes many other types of goals agents playing games can have, e.g. experiential or social ones.

Examples

Using the pattern

Goal-Driven Personal Development is created by providing Agents with goals whose success, failure, and progress can be measured through the game state of a game.


Algorithmic Agents

Can Be Instantiated By

Quests

Narration Aspects

One part of making Agents believable is that they have intentionality, i.e. have goals and take actions to make these goals be fulfilled. Goal-Driven Personal Development not only relies on that Agents have goals but update the goals based on how the previous goals succeeded or not, and through this can help create Thematic Consistency by making these Agents believable regarding this issue.

Consequences

The possibility of Goal-Driven Personal Development in a game allows Agents to have their Own Agenda that develop over time. When applied to non-human agents, i.e. Algorithmic Agents, Goal-Driven Personal Development allows these to have Open Destinies and can provide Replayability in making it interesting for players to perceive the differences in outcomes for them in various game instances.

Relations

Can Instantiate

Own Agenda, Thematic Consistency

with Algorithmic Agents

Open Destiny, Replayability

Can Modulate

Agents, Algorithmic Agents

Can Be Instantiated By

Quests

Can Be Modulated By

-

Possible Closure Effects

-

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

  1. Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.

Acknowledgments