Difference between revisions of "Unpredictable Behavior"

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[[Category:Needs work]]
 
[[Category:Needs work]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 +
[[Category:Staffan's current workpage]]
 
''The ability of agents to make actions that are unexpected.''
 
''The ability of agents to make actions that are unexpected.''
  
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=== Examples ===
 
=== Examples ===
 +
 +
[[ELIZA]]
  
 
== Using the pattern ==
 
== Using the pattern ==
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== Relations ==
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Own Agenda]],
 +
[[Thematic Consistency]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
[[Algorithmic Agents]]
+
[[Agents]],
 +
[[Algorithmic Agents]],
 +
[[Non-Player Characters]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Randomness]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
-
  
 
== History ==
 
== History ==

Revision as of 20:29, 12 August 2014

The ability of agents to make actions that are unexpected.

This pattern is still a stub.

Examples

ELIZA

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Own Agenda, Thematic Consistency

Can Modulate

Agents, Algorithmic Agents, Non-Player Characters

Can Be Instantiated By

Randomness

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

-