Difference between revisions of "Neighbors"
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== Using the pattern == | == Using the pattern == | ||
− | [[ | + | [[Neighbors]] is a way of letting players have access to actions in the [[Private Game Spaces]] of other players in [[Massively Single-Player Online Games]] through making [[Visits]], so deciding on these actions is a primary concern for inserting the pattern in a game design. In many cases these actions are [[Altruistic Actions]] (to maintain [[Casual Gameplay]]) but [[Empires & Allies]] shows how limited forms of [[Combat]] and [[Trading]] can also be supported. |
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− | [[Massively Single-Player Online Games]] | + | |
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[[Unlocking]] | [[Unlocking]] |
Revision as of 21:13, 4 June 2011
Other players acknowledged as being allowed to affect ones gameplay.
Online games that are not directly played as multiplayer games can allow a limited form of interaction by letting players have restricted access to what actions that can do to each other, most often provide help through small pieces of aid. To let players control which other players can do this, one design solution is to let them acknowledge each other as Neighbors.
Contents
Examples
Using Neighbors is a common feature in many of the most popular games based on Facebook. Mafia Wars, FarmVille, CityVille, and Empires & Allies make use of Neighbors as a gameplay mechanic and so does Ravenwood Fair and Zombie Lane.
Using the pattern
Neighbors is a way of letting players have access to actions in the Private Game Spaces of other players in Massively Single-Player Online Games through making Visits, so deciding on these actions is a primary concern for inserting the pattern in a game design. In many cases these actions are Altruistic Actions (to maintain Casual Gameplay) but Empires & Allies shows how limited forms of Combat and Trading can also be supported.
Interface Aspects
Inviting and accepting Neighbor requests are typically handled through HUD Interfaces or Secondary Interface Screens.
Consequences
The Neighbors pattern provides a small level of Social Interaction in games in that it implies that players will have an Uncommitted Alliance. Neighbors can also be Resources to players, since they may be needed for Unlocking various game elements and they can provide Privileged Abilities needed to complete goals concerning Construction.
Relations
Can Instantiate
Helplessness, Privileged Abilities, Resources, Social Interaction, Uncommitted Alliances, Unlocking
Can Modulate
Altruistic Actions, Combat, Construction, Free Gift Inventories, Massively Single-Player Online Games, Private Game Spaces, Trading, Visits
Can Be Instantiated By
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Can Be Modulated By
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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