Own Agenda

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The ability of agents to seem to strive towards personal goals.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Thematic Consistency, Roleplaying

with Algorithmic Agents

AI Players

Can Modulate

Agents, Algorithmic Agents, Companions, Non-Player Characters

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Scripted Information Sequences in games that are also intended to have Replayability

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