Difference between revisions of "Team Strategy Identification"
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=== Examples === | === Examples === | ||
− | [[Left 4 Dead series]] | + | Quite naturally, [[Team Strategy Identification]] occurs in games where players need to cooperate. This is given in games where players either play in teams, e.g. [[Soccer]], [[Counter-Strike]], and [[Bridge]], or in those where players need to work together against the game system or game environment. Examples of games where the latter can promote [[Team Strategy Identification]] include [[Forbidden Island]], [[Left 4 Dead series]], [[Space Alert]], and [[Yggdrasil]]. |
− | [[Space Alert]] | + | |
== Using the pattern == | == Using the pattern == |
Revision as of 09:45, 10 December 2014
Discovering and deciding on a team strategy, often based upon using synergies.
This pattern is a still a stub.
Contents
Examples
Quite naturally, Team Strategy Identification occurs in games where players need to cooperate. This is given in games where players either play in teams, e.g. Soccer, Counter-Strike, and Bridge, or in those where players need to work together against the game system or game environment. Examples of games where the latter can promote Team Strategy Identification include Forbidden Island, Left 4 Dead series, Space Alert, and Yggdrasil.
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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