Difference between revisions of "Unpredictable Behavior"

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[[Algorithmic Agents]] can be modified to exhibit this behavior also, in this case typically through [[Randomness]] but sufficiently complex rule-based behaviors can also produce this result as can vagueness which [[ELIZA]] shows.
 
[[Algorithmic Agents]] can be modified to exhibit this behavior also, in this case typically through [[Randomness]] but sufficiently complex rule-based behaviors can also produce this result as can vagueness which [[ELIZA]] shows.
  
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While displaying previously unknown [[Abilities]] or [[Powers]] can be a form of [[Unpredictable Behavior]], this is only the case for the first such events since after experiencing it players can assume that it might occur again.
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=== Narration Aspects]]
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[[Cut Scenes]] can be used to make [[Agents]] have [[Unpredictable Behavior]] for specific situations since the [[Agents]] do not need to abide to game rules during these events, but this is of course only unpredictable the first time players encounter the situation in which the [[Cut Scenes|Cut Scene]] took place.
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== Consequences ==
 
== Consequences ==
The use of [[Unpredictable Behavior]] can give the illusion of [[Agents]] having [[Own Agenda|Own Agendas]] which indirectly can support [[Thematic Consistency]] in [[Game Worlds]]. Rather obvious, [[Unpredictable Behavior]] can work against a game having [[Predictable Consequences]].
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The use of [[Unpredictable Behavior]] can give the illusion of [[Agents]] having [[Own Agenda|Own Agendas]] which indirectly can support [[Thematic Consistency]] in [[Game Worlds]]. Rather obvious, [[Unpredictable Behavior]] can create [[Surprises]] and can work against a game having [[Predictable Consequences]].
  
 
== Relations ==
 
== Relations ==
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[[Cut Scenes]]
 
[[Game Masters]]
 
[[Game Masters]]
 
[[Surprises]]
 
[[Surprises]]
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Own Agenda]],  
 
[[Own Agenda]],  
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[[Surprises]],
 
[[Thematic Consistency]]
 
[[Thematic Consistency]]
  
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Cut Scenes]],
 
[[Game Masters]],  
 
[[Game Masters]],  
 
Players,  
 
Players,  
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[8Predictable Consequences]]
  
 
== History ==
 
== History ==

Revision as of 11:36, 19 August 2014

The ability of agents to make actions that are unexpected.

This pattern is still a stub.

Examples

ELIZA

Using the pattern

Unpredictable Behavior is a pattern for modifying how Agents behave. The easiest way to create the possibility for this is simply to let players control the agents but Game Masters can be more appropriate for Non-Player Characters.

Algorithmic Agents can be modified to exhibit this behavior also, in this case typically through Randomness but sufficiently complex rule-based behaviors can also produce this result as can vagueness which ELIZA shows.

While displaying previously unknown Abilities or Powers can be a form of Unpredictable Behavior, this is only the case for the first such events since after experiencing it players can assume that it might occur again.

=== Narration Aspects]] Cut Scenes can be used to make Agents have Unpredictable Behavior for specific situations since the Agents do not need to abide to game rules during these events, but this is of course only unpredictable the first time players encounter the situation in which the Cut Scene took place.

Consequences

The use of Unpredictable Behavior can give the illusion of Agents having Own Agendas which indirectly can support Thematic Consistency in Game Worlds. Rather obvious, Unpredictable Behavior can create Surprises and can work against a game having Predictable Consequences.

Relations

Cut Scenes Game Masters Surprises Predictable Consequences

Can Instantiate

Own Agenda, Surprises, Thematic Consistency

Can Modulate

Agents, Algorithmic Agents, Non-Player Characters

Can Be Instantiated By

Cut Scenes, Game Masters, Players, Randomness

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

[8Predictable Consequences]]

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

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