Initiative

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The ability of agents to take actions not directly perceived as the consequence of game events.


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 paperGameplay Design Patterns for Believable Non-Player Characters[1].

References

References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).

<references>
<ref name="Lankoski & Björk 2007">Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.</ref>
</references>

Acknowledgments

  1. Cite error: Invalid <ref> tag; no text was provided for refs named Lankoski_.26_Bj.C3.B6rk_2007