Difference between revisions of "PvP"
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''The one-sentence "definition" that should be in italics.'' | ''The one-sentence "definition" that should be in italics.'' | ||
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+ | One of the most common ways of creating challenges for players is to make them play against other players. Somewhat surprising, this has been so common | ||
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This pattern is a still a stub. | This pattern is a still a stub. | ||
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[[PvP]] and [[PvE]] can co-exist in games although most games have gameplay tilted more toward one or the other. Even so, they can is most case be modulate by the other pattern. [[Defense of the Ancients]] and [[Republic of Rome]] are examples of games with mainly [[PvP]] gameplay but with some [[PvE]] aspects. | [[PvP]] and [[PvE]] can co-exist in games although most games have gameplay tilted more toward one or the other. Even so, they can is most case be modulate by the other pattern. [[Defense of the Ancients]] and [[Republic of Rome]] are examples of games with mainly [[PvP]] gameplay but with some [[PvE]] aspects. | ||
− | + | On a basic level [[PvP]] works against [[Cooperation]], but these patterns can be combined rather easily through for example [[Teams]]. | |
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== Consequences == | == Consequences == | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | [[PvE]] | + | [[PvE]], |
+ | [[Teams]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Cooperation]], | ||
[[Single-Player Games]] | [[Single-Player Games]] | ||
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== Acknowledgements == | == Acknowledgements == | ||
− | + | Karl Bergström |
Revision as of 07:59, 12 October 2011
The one-sentence "definition" that should be in italics.
One of the most common ways of creating challenges for players is to make them play against other players. Somewhat surprising, this has been so common
This pattern is a still a stub.
Note: PvP began being used as a concept to describe optional gameplay in massively multiplayer online games. While this means that PvP has assumptions of being optional and being combat-related, this pattern describes the concept based only around the core definition.
Contents
Examples
The web site GiantBomb as a page[1] dedicated to the concept of PvP.
Using the pattern
The concept of PvP began being used to differentiate different types of Combat in Massively Multiplayer Online Games. For obvious reasons, PvP is an option for Multiplayer Games rather than Single-Player Games. It requires players to be in some type of confrontation or Conflicts against each other where Combat is the typically case. However, one could argue games with Races or where players have the option of Betrayal could be a form of PvP.
In its use in Massively Multiplayer Online Games, PvP has connotations of providing Optional Goals and causing Player Killing. However, from the description of this pattern these effects depend on the underlying patterns that determine the actual gameplay activities that create the pattern.
PvP and PvE can co-exist in games although most games have gameplay tilted more toward one or the other. Even so, they can is most case be modulate by the other pattern. Defense of the Ancients and Republic of Rome are examples of games with mainly PvP gameplay but with some PvE aspects.
On a basic level PvP works against Cooperation, but these patterns can be combined rather easily through for example Teams.
Consequences
While the specific actions that create PvP gameplay can have Tension, the pattern itself can be assumed to also create Tension since it pits players against each other.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Cooperation, Single-Player Games
History
New pattern created in this wiki.
References
Acknowledgements
Karl Bergström