TvT
Games where teams compete against teams.
Games typically make players compete with each other. When the designs match players together in Teams to compete against other Teams they provide "Team vs. Team" or TvT gameplay.
Contents
Examples
American Football, Ice Hockey, and Soccer are all Sports that have TvT gameplay. Likewise, Counter-Strike series, Defense of the Ancients series, Team Fortress series, and League of Legends are Online Games built around team play (and perhaps not too surprising most are examples of e-sports).
Bloodbowl and Hattrick are examples where teams compete against each other but individual players control whole teams. In RoboCup the team members are all robots, and people's involvement consists of creating and programming the robots.
Using the pattern
TvT gameplay is introduced in games to make Teams compete against each other, which more or less is simply applying the patterns of Last Man Standing or PvP on Teams instead of on players. Like Player Balance can be applied to PvP gameplay, Team Balance can be applied to TvT gameplay through Balancing Effects, Drafting, Evolving Rule Sets, Dynamic Difficulty Adjustment, Handicap Systems, Orthogonal Differentiation, Sanctioned Cheating, Self-Facilitated Games, Symmetry, or Team Development. Beat the Leader and the need for Tiebreakers may occur in both cases. The use of Sanctioned Cheating may require not only the players engaging in it to perform Bluffing and Roleplaying to succeed with the Stealth goals of not letting other players notice what they are doing, but also other members of their Teams that are aware of the subterfuge. This can create Tension among all involved as well as those suspecting that somebody is cheating.
Considering how to handle Early Leaving Players and Late Arriving Players are even more likely to be important that in other Multiplayer Games since the absence of any player can several disrupt other players gameplay; AI Players can be used to mitigate this problem in some cases (the Left 4 Dead series is an example of how this can be done). Supporting players to handle these two patterns and coordinate themselves before gameplay occurs can motivate Game Lobbies in games that have Mediated Gameplay.
Consequences
Like any game with Teams, TvT can create Togetherness. However, what is noteworthy for TvT is that the experience of Togetherness can also extend to those in the other teams each if they are competing against each other since they have share the same game sessions or game instances.
Relations
Can Instantiate
with Balancing Effects, Drafting, Evolving Rule Sets, Dynamic Difficulty Adjustment, Handicap Systems, Orthogonal Differentiation, Self-Facilitated Games, Symmetry, or Team Development
with Sanctioned Cheating
Bluffing, Roleplaying, Stealth, Team Balance, Tension
Can Modulate
Can Be Instantiated By
Last Man Standing or PvP together with Teams
Can Be Modulated By
AI Players, Balancing Effects, Beat the Leader, Drafting, Early Leaving Players, Evolving Rule Sets, Dynamic Difficulty Adjustment, Handicap Systems, Late Arriving Players, Orthogonal Differentiation, Sanctioned Cheating, Self-Facilitated Games, Symmetry, Team Development, Tiebreakers
Game Lobbies in games that have Mediated Gameplay
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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