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[[Agents]]
=== Can Instantiate ===
[[Non-Player Characters]]
[[AI Players]]
[[Companions]]
[[Thematic Consistency]]
[[Thematic Consistency]]
[[Scripted Information Sequences]]
[[Narration Structures]]


 
==== with [[Algorithmic Agents]] ====
=== Can Instantiate ===
[[AI Players]]


=== Can Modulate ===
=== Can Modulate ===
[[Algorithmic Agents]]
[[Agents]],
[[Algorithmic Agents]],
[[Companions]],
[[Non-Player Characters]]


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
-


=== Can Be Modulated By ===
=== Can Be Modulated By ===
-


=== Possible Closure Effects ===
=== Possible Closure Effects ===
-


=== Potentially Conflicting With ===
=== Potentially Conflicting With ===
[[Scripted Information Sequences]] in games that are also intended to have [[Replayability]]


== History ==
== History ==

Revision as of 18:37, 31 July 2014

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

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Roleplaying

-

Can Instantiate

Thematic Consistency

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<ref name="Lankoski & Björk 2007"/>.

References

<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