Unpredictable Behavior

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Revision as of 20:29, 12 August 2014 by Staffan Björk (talk | contribs)
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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

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Possible Closure Effects

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Potentially Conflicting With

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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

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