Difference between revisions of "Parties"
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Like most other features, [[Parties]] continued to be used in [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] such as the [[Ultima series]], the [[Fallout series]], and the [[Dragon Age series]]. In these single-player games the players create [[Parties]] with non-player characters, and may have to choose between which ones to have in the group. In contrast, players of [[World of Warcraft]] need to organize themselves in "raid" groups of appropriate sizes to complete the "instances" provided by the game. In this game concepts such as "tank", "healer", "crowd controller", and "damage dealer" have flourished as players have developed combat strategies. These have in turn influenced the fourth edition of [[Dungeons & Dragons]], which uses functional descriptions such as "leader", "controller", "striker", and "defender". | Like most other features, [[Parties]] continued to be used in [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] such as the [[Ultima series]], the [[Fallout series]], and the [[Dragon Age series]]. In these single-player games the players create [[Parties]] with non-player characters, and may have to choose between which ones to have in the group. In contrast, players of [[World of Warcraft]] need to organize themselves in "raid" groups of appropriate sizes to complete the "instances" provided by the game. In this game concepts such as "tank", "healer", "crowd controller", and "damage dealer" have flourished as players have developed combat strategies. These have in turn influenced the fourth edition of [[Dungeons & Dragons]], which uses functional descriptions such as "leader", "controller", "striker", and "defender". | ||
− | The [[X- | + | The [[X-COM series|X-COM]] and [[UFO series]] shows examples of small scale strategy games where players create [[Parties]] to go into battles against extraterrestrial enemies. |
== Using the pattern == | == Using the pattern == |
Revision as of 14:03, 2 August 2011
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This pattern is a still a stub.
Contents
Examples
Parties first emerged in Category:Tabletop Roleplaying Games such as Dungeons & Dragons and the Basic Role-Playing system. While Parties simply represented the characters of the players currently playing the structure of the games made it advantageous that characters' had diverse skill sets, e.g. complementing combat-oriented characters with those that could heal or find social solutions to problems. The third edition of Warhammer Fantasy Roleplay introduced game mechanics specifically oriented to Parties: the players have to collectively choose which type of party they are with the associated advantages and disadvantages this has. GURPS provides some possibilities for players to get party-specific advantages (e.g. the "Teamwork" perk).
Like most other features, Parties continued to be used in Computer-based Roleplaying Games such as the Ultima series, the Fallout series, and the Dragon Age series. In these single-player games the players create Parties with non-player characters, and may have to choose between which ones to have in the group. In contrast, players of World of Warcraft need to organize themselves in "raid" groups of appropriate sizes to complete the "instances" provided by the game. In this game concepts such as "tank", "healer", "crowd controller", and "damage dealer" have flourished as players have developed combat strategies. These have in turn influenced the fourth edition of Dungeons & Dragons, which uses functional descriptions such as "leader", "controller", "striker", and "defender".
The X-COM and UFO series shows examples of small scale strategy games where players create Parties to go into battles against extraterrestrial enemies.
Using the pattern
Parties usually assume at least three members, so for example Torchlight - where players always have a pet companion - does not qualify as using the pattern.
Characters Companions Player Characters
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Inventories, Limited Resources
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Having a maximum number of members in Parties make them into a form of Limited Resources. Games such as the Fallout series and the Dragon Age series use this to force players to make Tradeoffs between which Companions to have in their Parties.
with Multiplayer Games
Actions Have Diegetically Social Consequences
Can Be Modulated By
Actions Have Diegetically Social Consequences in games with Companions (add this to Companions as well)
Can Instantiate
Functional Roles, Internal Rivalry, Loyalty, Parallel Lives, Team Combos, Teams, Togetherness
with Loot
Player-Decided Distribution of Rewards & Penalties
Relations
Can Instantiate
Functional Roles, Internal Rivalry, Loyalty, Parallel Lives, Team Combos, Teams, Togetherness
with Limited Resources
with Loot
Player-Decided Distribution of Rewards & Penalties
with Multiplayer Games
Actions Have Diegetically Social Consequences
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Inventories, Limited Resources
Actions Have Diegetically Social Consequences in games with Companions
Possible Closure Effects
-
Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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