Difference between revisions of "Team Accomplishments"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
 
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[[Team Accomplishments]] requires that several players together can act so they reach an accomplishment that they feel they share. This makes the use of [[Multiplayer Games]] a necessity for [[Team Accomplishments]], and the players are often grouped together in [[Guilds]], [[Parties]], or [[Teams]] to have [[Mutual Goals]]. However, they can also just be given [[Mutual Goals]] explicitly or implicitly (in the latter case for example by having a common threat through [[PvE]] gameplay). While the common accomplishment can often be expressed as a goal within the game it can also be the successful execution of [[Collaborative Actions]], and more specifically [[Team Combos]], even if these do not lead to the fulfillment of explicit game goals. Likewise, [[Team Strategy Identification]] can be a [[Team Accomplishment]] even if the strategy does not work or is even put into action and a complete failure can be seen as a [[Team Accomplishment]] if the failure lead to [[Mutual FUBAR Enjoyment]].
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.  
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The sub headings below should be added if feasible.
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=== Diegetic Aspects ===
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Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns
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=== Interface Aspects ===
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Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns
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=== Narrative Aspects ===
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Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns
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== Consequences ==
 
== Consequences ==
 
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Reaching a [[Team Accomplishment]] can be a [[Social Rewards]] for all those involved.
What effects a patterns has on a design.
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== Relations ==
 
== Relations ==

Revision as of 12:36, 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

Team Accomplishments requires that several players together can act so they reach an accomplishment that they feel they share. This makes the use of Multiplayer Games a necessity for Team Accomplishments, and the players are often grouped together in Guilds, Parties, or Teams to have Mutual Goals. However, they can also just be given Mutual Goals explicitly or implicitly (in the latter case for example by having a common threat through PvE gameplay). While the common accomplishment can often be expressed as a goal within the game it can also be the successful execution of Collaborative Actions, and more specifically Team Combos, even if these do not lead to the fulfillment of explicit game goals. Likewise, Team Strategy Identification can be a Team Accomplishment even if the strategy does not work or is even put into action and a complete failure can be seen as a Team Accomplishment if the failure lead to Mutual FUBAR Enjoyment.

Consequences

Reaching a Team Accomplishment can be a Social Rewards for all those involved.

Relations

Can Instantiate

Social Rewards

Can Modulate

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Can Be Instantiated By

Collaborative Actions, Mutual FUBAR Enjoyment, Mutual Goals, Team Combos, 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

  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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