Difference between revisions of "Social Skills"
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− | '' | + | ''Gameplay where players social abilities affect how well the succeed with their actions.'' |
+ | While many games have strict rules for how actions are performed, others have | ||
This pattern is a still a stub. | This pattern is a still a stub. | ||
=== Examples === | === Examples === | ||
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+ | [[:Category:Strategy Games|Strategy Games]] such as | ||
+ | [[Diplomacy]] and to a lesser degree | ||
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+ | Other games depending strongly on players' ability to influence each other include [[Intrigue]] and [[So Long Sucker]]. Less aggressive, [[Container]] and [[Settlers of Catan]] are examples where players' [[Social Skills]] are put to test in negotiation trades with other players. | ||
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+ | [[:Category:Roleplaying Games|Roleplaying Games]] let players enact and roleplay characters in fictive worlds, and doing this typically require [[Social Skills]]. This can be found both in tabletop version, e.g. [[Fiasco]] and [[Paranoia]], and live action versions, e.g. . | ||
== Using the pattern == | == Using the pattern == |
Revision as of 10:41, 11 November 2014
Gameplay where players social abilities affect how well the succeed with their actions.
While many games have strict rules for how actions are performed, others have This pattern is a still a stub.
Contents
Examples
Strategy Games such as Diplomacy and to a lesser degree
Other games depending strongly on players' ability to influence each other include Intrigue and So Long Sucker. Less aggressive, Container and Settlers of Catan are examples where players' Social Skills are put to test in negotiation trades with other players.
Roleplaying Games let players enact and roleplay characters in fictive worlds, and doing this typically require Social Skills. This can be found both in tabletop version, e.g. Fiasco and Paranoia, and live action versions, e.g. .
Using the pattern
That a game is a Multiplayer Game is a necessary but not sufficient requirement for Social Skills to be present in a game design. The presence of Alliances, Guilds, Parties, Social Organizations, or Teams in Multiplayer Games makes Social Skills very likely to appear although not always for influencing gameplay.
Many gameplay activities in games rely on Social Skills. Cooperation or Coordination are generic activities that do so, even if players may not be performing purely social actions to display Social Skills but can do so only by playing competently. Some, e.g. Bluffing, Guilting, require Social Skills while players may have advantages in others, e.g. Betting, Bidding, Trading and being Coaches, if they have good Social Skills, and displays of them are therefore likely to occur in these activities as well. Both Enactment and Roleplaying can be done in Single-Player Games, but performing them in Multiplayer Games typically requires Social Skills. Games with Social Roles often rely on Social Skills but negotiating which players should have which role can require Social Skills as well.
Any use of Social Skills in unmediated situations can both require more requiring and be more efficient, so Unmediated Social Interaction modifies how Social Skills function in a game.
Diegetic Aspects
Diegetic Social Maintenance and Diegetic Social Norms are two patterns that require the use of Social Skills in the diegesis rather than between players. Thus, these can be used to instantiate Social Skills.
Consequences
The requirement of Social Skills in a game can both be a source of Tension for players and be an area of expertise in which one can show Game Mastery.
Relations
Can Instantiate
Can Modulate
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Can Be Instantiated By
Betting, Bidding, Bluffing, Coaches, Cooperation, Coordination, Diegetic Social Maintenance, Diegetic Social Norms, Enactment, Guilting, Multiplayer Games, Roleplaying, Social Roles, Trading
Alliances, Guilds, Parties, Social Organizations, or Teams together with Multiplayer Games
Can Be Modulated By
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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Acknowledgements
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