Own Agenda: Difference between revisions
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=== Can Instantiate === | |||
[[Thematic Consistency]] | [[Thematic Consistency]] | ||
==== with [[Algorithmic Agents]] ==== | |||
=== | [[AI Players]] | ||
=== Can Modulate === | === Can Modulate === | ||
[[Algorithmic Agents]] | [[Agents]], | ||
[[Algorithmic Agents]], | |||
[[Companions]], | |||
[[Non-Player Characters]] | |||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
- | |||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== 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
-
Can Instantiate
with Algorithmic Agents
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>