Difference between revisions of "Team Development"
From gdp3
(→Consequences) |
|||
Line 22: | Line 22: | ||
== Consequences == | == Consequences == | ||
+ | [[Team Development]] lets [[Teams]] evolve over gameplay time. | ||
+ | |||
+ | In the cases w | ||
+ | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Abstract Player Construct Development]] | [[Abstract Player Construct Development]] |
Revision as of 10:09, 2 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Can Be Instantiated By
Character Development, Characteristics, or Gameplay Mastery in games with Teams
Can Be Modulated By
Consequences
Team Development lets Teams evolve over gameplay time.
In the cases w
Can Instantiate
Abstract Player Construct Development
with PvP
with Teams
Improved Abilities, New Abilities
with TvT
Can Modulate
Potentially Conflicting With
Relations
Can Instantiate
Abstract Player Construct Development
with PvP
with Teams
Improved Abilities, New Abilities
with TvT
Can Modulate
Can Be Instantiated By
Character Development, Characteristics, or Gameplay Mastery in games with Teams
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Team Development that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-