Difference between revisions of "Friendly Fire"
From gdp3
Line 19: | Line 19: | ||
== Using the pattern == | == Using the pattern == | ||
+ | Making [[Friendly Fire]] possible in games basically consist of letting [[Combat]] rules affect | ||
+ | |||
+ | [[Player Killing]] together with [[Teams]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Death Consequences]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 27: | Line 33: | ||
== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Challenging Gameplay]], | ||
+ | [[Internal Rivalry]], | ||
+ | [[Thematic Consistency]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Aim & Shoot]], | ||
+ | [[Combat]] | ||
+ | [[Companions]], | ||
+ | [[Multiplayer Games]] | ||
+ | |||
+ | [[Difficulty Levels]] in games with [[Teams]] | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Internal Rivalry]] | ||
+ | |||
== Relations == | == Relations == | ||
Line 33: | Line 55: | ||
[[Internal Rivalry]], | [[Internal Rivalry]], | ||
[[Thematic Consistency]] | [[Thematic Consistency]] | ||
− | |||
− | |||
=== Can Modulate === | === Can Modulate === | ||
[[Aim & Shoot]], | [[Aim & Shoot]], | ||
[[Combat]] | [[Combat]] | ||
+ | [[Companions]], | ||
+ | [[Multiplayer Games]] | ||
[[Difficulty Levels]] in games with [[Teams]] | [[Difficulty Levels]] in games with [[Teams]] | ||
Line 49: | Line 71: | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === |
Revision as of 08:51, 8 July 2011
Attacks from members in the same team that cause damage.
This pattern is a still a stub.
Contents
Examples
Fallout series (at least later ones)
Using the pattern
Making Friendly Fire possible in games basically consist of letting Combat rules affect
Player Killing together with Teams
Can Be Modulated By
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Can Instantiate
Challenging Gameplay, Internal Rivalry, Thematic Consistency
Can Modulate
Aim & Shoot, Combat Companions, Multiplayer Games
Difficulty Levels in games with Teams
Potentially Conflicting With
Relations
Can Instantiate
Challenging Gameplay, Internal Rivalry, Thematic Consistency
Can Modulate
Aim & Shoot, Combat Companions, Multiplayer Games
Difficulty Levels in games with Teams
Can Be Instantiated By
Player Killing together with Teams
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
History
New pattern created in this wiki.
References
-
Acknowledgements
-