Difference between revisions of "Team Elimination"

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(Can Instantiate)
(Using the pattern)
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Making [[Team Elimination]] possible is a way to modify how [[Teams]] work in [[Multiplayer Games]].  
 
Making [[Team Elimination]] possible is a way to modify how [[Teams]] work in [[Multiplayer Games]].  
  
 
+
The main way of allowing [[Team Elimination]] in games is through [[Player Elimination]] in games with [[Teams]].
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Collections]]
 
[[Collections]]
  
[[Player Elimination]] in games with [[Teams]]
 
 
=== Can Be Modulated By ===
 
[[Mutual Goals]]
 
 
=== Diegetic Aspects ===
 
  
=== Interface Aspects ===
 
  
=== Narration Aspects ===
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The possibility to cause [[Team Elimination]] can be a [[Mutual Goals|Mutual Goal]] for other [[Teams]].
  
 
== Consequences ==
 
== Consequences ==

Revision as of 11:57, 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

Making Team Elimination possible is a way to modify how Teams work in Multiplayer Games.

The main way of allowing Team Elimination in games is through Player Elimination in games with Teams.

Can Be Instantiated By

Collections


The possibility to cause Team Elimination can be a Mutual Goal for other Teams.

Consequences

Can Instantiate

Team Elimination is a Shared Penalty between also those in a Team can be cause Game Over for them. In some cases they can lead to Spectacular Failure Enjoyment.

Relations

Can Instantiate

Game Over, Shared Penalties, Spectacular Failure Enjoyment

Can Modulate

Multiplayer Games, Teams

Can Be Instantiated By

Collections

Player Elimination in games with Teams

Can Be Modulated By

Mutual Goals

Possible Closure Effects

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Potentially Conflicting With

-

History

An updated version of the pattern Team Elimination 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

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