Difference between revisions of "Teams"

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(Relations)
(Relations)
Line 40: Line 40:
 
[[FUBAR Enjoyment]]
 
[[FUBAR Enjoyment]]
 
[[Battlestar Galactica: The Board Game]]
 
[[Battlestar Galactica: The Board Game]]
[[Team Combos]]
 
 
[[Stimulated Planning]]
 
[[Stimulated Planning]]
 
[[AI Players]]
 
[[AI Players]]
Line 116: Line 115:
 
[[Togetherness]]
 
[[Togetherness]]
  
==== with [[Multiplayer Games]] ====
+
Multiplayer Games together with Privileged Abilities or Skills
[[Team Accomplishments]],
+
[[Team Strategy Identification]]
+
  
==== with [[Multiplayer Games]] and [[FUBAR Enjoyment]] ====
+
[[Team Combos]],
[[Mutual FUBAR Enjoyment]]
+
 
 +
==== with [[Coordination]] or [[Flanking Routes]] ====
 +
[[Team Combos]]
  
 
==== with [[Characters]] and [[Orthogonal Differentiation]] ====
 
==== with [[Characters]] and [[Orthogonal Differentiation]] ====
Line 127: Line 126:
  
 
==== with [[Mini-maps]] ====
 
==== with [[Mini-maps]] ====
 +
[[Coordination]],
 +
[[Team Combos]],
 
[[Team Strategy Identification]]
 
[[Team Strategy Identification]]
Coordination, Team Combos, Team Strategy Identification
+
 
 +
==== with [[Multiplayer Games]] ====
 +
[[Team Accomplishments]],  
 +
[[Team Strategy Identification]]
 +
 
 +
==== with [[Multiplayer Games]] and [[FUBAR Enjoyment]] ====
 +
[[Mutual FUBAR Enjoyment]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
Line 141: Line 148:
 
[[Mini-maps]],  
 
[[Mini-maps]],  
 
[[Reserves]],  
 
[[Reserves]],  
 +
[[Team Combos]],
 
[[TvT]]
 
[[TvT]]
  

Revision as of 08:27, 31 July 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Roleplaying Drop-In/Drop-Out Left 4 Dead series Space Alert Betrayal Cooperation Agents Units Algorithmic Agents Team Accomplishment FUBAR Enjoyment Battlestar Galactica: The Board Game Stimulated Planning AI Players Enemies Extra Chances Social Dilemmas Companions Enforced Agent Behavior Factions Internal Conflicts Internal Rivalry Single-Player Games Goal Achievements Difficulty LevelsMassively Multiplayer Online Games Invites Altruistic Actions Delayed Reciprocity Collaborative Actions Guilting Safe Havens Geospatial Game Widgets Asymmetric Starting Conditions Transferable Items Abstract Player Constructs Territories Inaccessible Areas Controllers Thematic Consistency Strategic Knowledge Choke Points Flanking Routes Sniper Locations Arenas Privileged Abilities Improved Abilities New Abilities Player Killing Player Elimination Friendly Fire Spawn Points Camping Area Control Combat Health Conditional Passageways Parties Handles Focus Loci Third-Person Views Functional Roles Trick Taking Races PvP Symbiotic Player Relations Social Rewards Chat Channels Social Skills Social Roles Player Physical Prowess Instances Ninja Looting Physical Enactment Complex Gameplay Beat the Leader Surrendering Ragequitting Last Man Standing Scores Tied Results Reserves

Can Instantiate

Togetherness

Multiplayer Games together with Privileged Abilities or Skills

Team Combos,

with Coordination or Flanking Routes

Team Combos

with Characters and Orthogonal Differentiation

Team Combos, Team Strategy Identification

with Mini-maps

Coordination, Team Combos, Team Strategy Identification

with Multiplayer Games

Team Accomplishments, Team Strategy Identification

with Multiplayer Games and FUBAR Enjoyment

Mutual FUBAR Enjoyment

Can Modulate

Avatars, Characters, Multiplayer Games

Can Be Instantiated By

-

Can Be Modulated By

Mini-maps, Reserves, Team Combos, TvT

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Team Play that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-