Difference between revisions of "PvP"

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[[Category:Stub]]
 
[[Category:Stub]]
 
''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.
  
=== Diegetic Aspects ===
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On a basic level [[PvP]] works against [[Cooperation]], but these patterns can be combined rather easily through for example [[Teams]].
 
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=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[PvE]]
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[[PvE]],
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[[Teams]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Cooperation]],
 
[[Single-Player Games]]
 
[[Single-Player Games]]
  
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== Acknowledgements ==
 
== Acknowledgements ==
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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.

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

Tension

Can Modulate

Multiplayer Games, PvE

Can Be Instantiated By

Betrayal, Combat, Conflicts

Can Be Modulated By

PvE, Teams

Possible Closure Effects

-

Potentially Conflicting With

Cooperation, Single-Player Games

History

New pattern created in this wiki.

References

  1. Page on the GiantBomb web site for PvP.

Acknowledgements

Karl Bergström