Difference between revisions of "Team Accomplishments"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
 
[[Social Rewards]]
 
 
[[Collaborative Actions]],
 
 
[[Coordination]]
 
[[Coordination]]
[[Team Combos]]
 
  
 
[[Cooperation]]
 
[[Cooperation]]
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=== Can Instantiate ===
 
=== Can Instantiate ===
-
+
[[Social Rewards]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Collaborative Actions]],
 
[[Mutual FUBAR Enjoyment]],  
 
[[Mutual FUBAR Enjoyment]],  
 +
[[Team Combos]],
 
[[Team Strategy Identification]]
 
[[Team Strategy Identification]]
  

Revision as of 12:28, 11 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.

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

Coordination

Cooperation Mutual Goals

Can Instantiate

Social Rewards

Can Modulate

-

Can Be Instantiated By

Collaborative Actions, Mutual FUBAR Enjoyment, Team Combos, Team Strategy Identification

Guilds, Parties, PvE, or Teams together with Multiplayer Games

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

A pattern first identified in Exploring Aesthetical Gameplay Design Patterns – Camaraderie in Four Games[1].

References

  1. Bergström, K., Björk, S. & Lundgren, S. (2010). Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games. Paper presentation at Mindtrek 2010. Tampere, Finland.

Acknowledgments

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