Difference between revisions of "Team Accomplishments"
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== History == | == History == | ||
− | + | A pattern first identified in ''Exploring Aesthetical Gameplay Design Patterns – Camaraderie in Four Games''<ref name="Bergström"/>. | |
== References == | == References == | ||
− | + | <references> | |
+ | <ref name="Bergström">Bergström, K., Björk, S. & Lundgren, S. (2010). Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games. Paper presentation at Mindtrek 2010. Tampere, Finland.</ref> | ||
+ | </references> | ||
== Acknowledgments == | == Acknowledgments == | ||
- | - |
Revision as of 12:43, 10 December 2014
The fulfilment experienced when being part of and accomplishing something as a group
Short paragraph giving the description of the pattern while not referring to any other patterns.
Contents
Examples
Some examples, preferably from different genres and with links to wiki pages of the games.
Left 4 Dead series Pandemic Yggdrasil Battlestar Galactica: The Board Game
Using the pattern
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.
The sub headings below should be added if feasible.
Diegetic Aspects
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns
Interface Aspects
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns
Narrative Aspects
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns
Consequences
What effects a patterns has on a design.
Relations
Collaborative Actions, Coordination Team Combos
Can Instantiate
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Can Modulate
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Can Be Instantiated By
Mutual FUBAR Enjoyment, Team Strategy Identification
Guilds, Parties, PvE, or Teams together with Multiplayer Games
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
A pattern first identified in Exploring Aesthetical Gameplay Design Patterns – Camaraderie in Four Games[1].
References
- ↑ Bergström, K., Björk, S. & Lundgren, S. (2010). Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games. Paper presentation at Mindtrek 2010. Tampere, Finland.
Acknowledgments
-