Difference between revisions of "TvT"

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== Using the pattern ==
 
== Using the pattern ==
[[TvT]] gameplay is introduced in games to make [[Teams]] compete against each other, which more or less is simply applying the patterns of [[Last Man Standing]] or [[PvP]] on [[Teams]] instead of on players. Like [[Player Balance]] can be applied to [[PvP]] gameplay, [[Team Balance]] can be applied to [[TvT]] gameplay (through [[Balancing Effects]], [[Dynamic Difficulty Adjustment]], or [[Handicap Systems]]) and [[Beat the Leader]] may occur in both cases.  
+
[[TvT]] gameplay is introduced in games to make [[Teams]] compete against each other, which more or less is simply applying the patterns of [[Last Man Standing]] or [[PvP]] on [[Teams]] instead of on players. Like [[Player Balance]] can be applied to [[PvP]] gameplay, [[Team Balance]] can be applied to [[TvT]] gameplay through  
 +
[[Balancing Effects]], [[Drafting]],
 +
[[Evolving Rule Sets]],
 +
[[Dynamic Difficulty Adjustment]],  
 +
[[Handicap Systems]]
 +
[[Orthogonal Differentiation]],
 +
[[Sanctioned Cheating]],
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[[Self-Facilitated Games]],
 +
[[Symmetry]],
 +
or
 +
[[Team Development]]. [[Beat the Leader]] and the need for [[Tiebreakers]] may occur in both cases. The use of [[Sanctioned Cheating]] may require not only the players engaging in it to perform [[Bluffing]] and [[Roleplaying]] to succeed with the [[Stealth]] goals of not letting other players notice what they are doing, but also other members of their [[Teams]] that are aware of the subterfuge. This can create [[Tension]] among all involved as well as those suspecting that somebody is cheating.
  
 
Considering how to handle [[Early Leaving Players]] and [[Late Arriving Players]] are even more likely to be important that in other [[Multiplayer Games]] since the absence of any player can several disrupt other players gameplay; [[AI Players]] can be used to mitigate this problem in some cases (the [[Left 4 Dead series]] is an example of how this can be done). Supporting players to handle these two patterns and coordinate themselves before gameplay occurs can motivate [[Game Lobbies]] in games that have [[Mediated Gameplay]].
 
Considering how to handle [[Early Leaving Players]] and [[Late Arriving Players]] are even more likely to be important that in other [[Multiplayer Games]] since the absence of any player can several disrupt other players gameplay; [[AI Players]] can be used to mitigate this problem in some cases (the [[Left 4 Dead series]] is an example of how this can be done). Supporting players to handle these two patterns and coordinate themselves before gameplay occurs can motivate [[Game Lobbies]] in games that have [[Mediated Gameplay]].
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[[Togetherness]]
 
[[Togetherness]]
  
==== with [[Multiplayer Games]] and [[Balancing Effects]], [[Dynamic Difficulty Adjustment]], or [[Handicap Systems]] ====
+
==== with [[Balancing Effects]], [[Drafting]], [[Evolving Rule Sets]], [[Dynamic Difficulty Adjustment]], [[Handicap Systems]], [[Orthogonal Differentiation]], [[Self-Facilitated Games]], [[Symmetry]], or [[Team Development]] ====
 
[[Team Balance]]
 
[[Team Balance]]
 +
 +
==== with [[Sanctioned Cheating]] ====
 +
[[Bluffing]],
 +
[[Roleplaying]],
 +
[[Stealth]],
 +
[[Team Balance]], 
 +
[[Tension]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[AI Players]],  
 
[[AI Players]],  
 +
[[Balancing Effects]],
 
[[Beat the Leader]],  
 
[[Beat the Leader]],  
 +
[[Drafting]],
 
[[Early Leaving Players]],  
 
[[Early Leaving Players]],  
[[Late Arriving Players]]
+
[[Evolving Rule Sets]], [[Dynamic Difficulty Adjustment]], [[Handicap Systems]],
 +
[[Late Arriving Players]],
 +
[[Orthogonal Differentiation]], [[Sanctioned Cheating]], [[Self-Facilitated Games]], [[Symmetry]],
 +
[[Team Development]],
 +
[[Tiebreakers]]
  
 
[[Game Lobbies]] in games that have [[Mediated Gameplay]]
 
[[Game Lobbies]] in games that have [[Mediated Gameplay]]

Latest revision as of 19:38, 31 July 2015

Games where teams compete against teams.

Games typically make players compete with each other. When the designs match players together in Teams to compete against other Teams they provide "Team vs. Team" or TvT gameplay.

Examples

American Football, Ice Hockey, and Soccer are all Sports that have TvT gameplay. Likewise, Counter-Strike series, Defense of the Ancients series, Team Fortress series, and League of Legends are Online Games built around team play (and perhaps not too surprising most are examples of e-sports).

Bloodbowl and Hattrick are examples where teams compete against each other but individual players control whole teams. In RoboCup the team members are all robots, and people's involvement consists of creating and programming the robots.

Using the pattern

TvT gameplay is introduced in games to make Teams compete against each other, which more or less is simply applying the patterns of Last Man Standing or PvP on Teams instead of on players. Like Player Balance can be applied to PvP gameplay, Team Balance can be applied to TvT gameplay through Balancing Effects, Drafting, Evolving Rule Sets, Dynamic Difficulty Adjustment, Handicap Systems, Orthogonal Differentiation, Sanctioned Cheating, Self-Facilitated Games, Symmetry, or Team Development. Beat the Leader and the need for Tiebreakers may occur in both cases. The use of Sanctioned Cheating may require not only the players engaging in it to perform Bluffing and Roleplaying to succeed with the Stealth goals of not letting other players notice what they are doing, but also other members of their Teams that are aware of the subterfuge. This can create Tension among all involved as well as those suspecting that somebody is cheating.

Considering how to handle Early Leaving Players and Late Arriving Players are even more likely to be important that in other Multiplayer Games since the absence of any player can several disrupt other players gameplay; AI Players can be used to mitigate this problem in some cases (the Left 4 Dead series is an example of how this can be done). Supporting players to handle these two patterns and coordinate themselves before gameplay occurs can motivate Game Lobbies in games that have Mediated Gameplay.

Consequences

Like any game with Teams, TvT can create Togetherness. However, what is noteworthy for TvT is that the experience of Togetherness can also extend to those in the other teams each if they are competing against each other since they have share the same game sessions or game instances.

Relations

Can Instantiate

Togetherness

with Balancing Effects, Drafting, Evolving Rule Sets, Dynamic Difficulty Adjustment, Handicap Systems, Orthogonal Differentiation, Self-Facilitated Games, Symmetry, or Team Development

Team Balance

with Sanctioned Cheating

Bluffing, Roleplaying, Stealth, Team Balance, Tension

Can Modulate

Teams

Can Be Instantiated By

Last Man Standing or PvP together with Teams

Can Be Modulated By

AI Players, Balancing Effects, Beat the Leader, Drafting, Early Leaving Players, Evolving Rule Sets, Dynamic Difficulty Adjustment, Handicap Systems, Late Arriving Players, Orthogonal Differentiation, Sanctioned Cheating, Self-Facilitated Games, Symmetry, Team Development, Tiebreakers

Game Lobbies in games that have Mediated Gameplay

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

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Acknowledgements

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