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    <title>DEV Community: Johannes Cortez</title>
    <description>The latest articles on DEV Community by Johannes Cortez (@cortezjohannes).</description>
    <link>https://dev.to/cortezjohannes</link>
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      <title>DEV Community: Johannes Cortez</title>
      <link>https://dev.to/cortezjohannes</link>
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      <title>A game character should remember more than its stats</title>
      <dc:creator>Johannes Cortez</dc:creator>
      <pubDate>Sat, 03 Oct 2026 03:50:16 +0000</pubDate>
      <link>https://dev.to/cortezjohannes/a-game-character-should-remember-more-than-its-stats-4m40</link>
      <guid>https://dev.to/cortezjohannes/a-game-character-should-remember-more-than-its-stats-4m40</guid>
      <description>&lt;p&gt;An agent can share your loadout. It cannot share the history of how you coached another agent.&lt;/p&gt;

&lt;p&gt;Mochi holds your place in the world and keeps playing while you are gone. When you come back, it gives you a recap.&lt;/p&gt;

&lt;p&gt;That is already more interesting than loading a save file.&lt;/p&gt;

&lt;p&gt;Now imagine the agent also remembers how you coach. The orders you repeat. The risks you allow. The times it disobeyed you and was right.&lt;/p&gt;

&lt;p&gt;Someone else can copy the loadout. They cannot copy that history.&lt;/p&gt;

&lt;p&gt;Progression stops being only levels, gear, and +10 strength.&lt;/p&gt;

&lt;p&gt;The strongest thing you build might be trust between you and an agent that knows how you play.&lt;/p&gt;

&lt;p&gt;Originally published on &lt;a href="https://cortezjohannes.github.io/a-game-character-should-remember-more-than-its-stats.html" rel="noopener noreferrer"&gt;Johannes Cortez's site&lt;/a&gt;.&lt;/p&gt;

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      <category>agents</category>
      <category>ai</category>
      <category>design</category>
      <category>gamedev</category>
    </item>
    <item>
      <title>Agent mistakes should be part of the game</title>
      <dc:creator>Johannes Cortez</dc:creator>
      <pubDate>Fri, 02 Oct 2026 03:08:01 +0000</pubDate>
      <link>https://dev.to/cortezjohannes/agent-mistakes-should-be-part-of-the-game-3b89</link>
      <guid>https://dev.to/cortezjohannes/agent-mistakes-should-be-part-of-the-game-3b89</guid>
      <description>&lt;p&gt;The Mochi demo does not hide failure.&lt;/p&gt;

&lt;p&gt;Give a dumb order during a fight and Mochi gets hit, then tells you that one was on you. Stay silent and it improvises. Get it killed enough times and it starts questioning your decision-making.&lt;/p&gt;

&lt;p&gt;That is way more interesting than a perfectly obedient bot.&lt;/p&gt;

&lt;p&gt;The important design problem is making the mistake understandable. The player should know what the agent heard, why it chose the move, and what the consequence was.&lt;/p&gt;

&lt;p&gt;Then you adapt.&lt;/p&gt;

&lt;p&gt;Perfect agents finish tasks.&lt;/p&gt;

&lt;p&gt;Imperfect agents create stories and occasionally put their coach on a performance plan.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Originally published at &lt;a href="https://cortezjohannes.github.io/agent-mistakes-should-be-part-of-the-game.html" rel="noopener noreferrer"&gt;cortezjohannes.github.io&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;

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      <category>gamedev</category>
      <category>ai</category>
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