Difference between revisions of "Team Strategy Identification"
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== Consequences == | == Consequences == | ||
− | + | [[Negotiation]] is a typically consequence of trying to reach [[Team Strategy Identification]]. When a strategy is successfully identified, this can be perceived as a [[Team Accomplishment]] and be [[Social Rewards]] for those active in the identification. Both identifying the strategy and being a part of that strategy can give a sense of [[Togetherness]]. A typical result of [[Team Strategy Identification]] is the discovery or planned use of [[Team Combos]]. | |
− | [[Negotiation]] | + | |
− | [[Team | + | |
− | [[Team | + | |
− | [[Social Rewards]] | + | |
− | [[Togetherness]] | + | |
== Relations == | == Relations == |
Revision as of 09:26, 10 December 2014
Discovering and deciding on a team strategy, often based upon using synergies.
This pattern is a still a stub.
Contents
Examples
Left 4 Dead series Space Alert
Using the pattern
Can Be Instantiated By
Characters together with Orthogonal Differentiation and Teams
Multiplayer Games together with Guilds, Parties, PvE, or Teams
Can Be Modulated By
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Negotiation is a typically consequence of trying to reach Team Strategy Identification. When a strategy is successfully identified, this can be perceived as a Team Accomplishment and be Social Rewards for those active in the identification. Both identifying the strategy and being a part of that strategy can give a sense of Togetherness. A typical result of Team Strategy Identification is the discovery or planned use of Team Combos.
Relations
Can Instantiate
Negotiation, Team Accomplishment, Team Combos, Social Rewards, Togetherness
Can Modulate
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Can Be Instantiated By
Characters together with Orthogonal Differentiation and Teams
Multiplayer Games together with Guilds, Parties, PvE, or Teams
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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