Difference between revisions of "Game Lobbies"
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=== Examples === | === Examples === | ||
− | Practically all online multiplayer games where players match up against each other make use of [[Game Lobbies]]. Examples includes [[Quake]], [[Counter-Strike]], and [[ | + | Practically all online multiplayer games where players match up against each other make use of [[Game Lobbies]]. Examples includes [[Quake]], [[Counter-Strike]], and [[StarCraft]] series. Similarly, the [[Left 4 Dead series]] provides [[Game Lobbies]] so that players have the possibility of matching up and avoid using bots as replacements for players. [[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]] such as [[World of Warcraft]] and [[Everquest]] allow players find each other not only to engage in team-based conflicts but also to create groups that cooperative in trying to complete localized gameplay areas. |
==== Anti-Examples ==== | ==== Anti-Examples ==== |
Revision as of 13:27, 14 June 2014
Meeting spaces for players before game instances begin.
This pattern is a still a stub.
Contents
Examples
Practically all online multiplayer games where players match up against each other make use of Game Lobbies. Examples includes Quake, Counter-Strike, and StarCraft series. Similarly, the Left 4 Dead series provides Game Lobbies so that players have the possibility of matching up and avoid using bots as replacements for players. Massively Multiplayer Online Games such as World of Warcraft and Everquest allow players find each other not only to engage in team-based conflicts but also to create groups that cooperative in trying to complete localized gameplay areas.
Anti-Examples
optional
Using the pattern
Game Lobbies allow players in Multiplayer Games with Mediated Gameplay to gather before gameplay begins. This can simply be to allow enough players to be able for the game to be able to start but can also allow friends or rivals to find each other if Friend Lists are available.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Late Arriving Players Interruptibility Freedom of Choice Difficulty Levels Back-to-Back Game Sessions Chat Channels Communication Channels Gameplay Statistics
Public Player Statistics Handles
Relations
Can Instantiate
Back-to-Back Game Sessions, Difficulty Levels, Freedom of Choice
Can Modulate
Instances Interruptibility, Late Arriving Players
Multiplayer Games that have Mediated Gameplay
Can Be Instantiated By
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Can Be Modulated By
Chat Channels, Communication Channels, Friend Lists, Gameplay Statistics, Handles, Public Player Statistics
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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