Difference between revisions of "Teams"
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[[Enforced Agent Behavior]] | [[Enforced Agent Behavior]] | ||
[[Factions]] | [[Factions]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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==== with [[Character Development]], [[Characteristics]], [[Gameplay Mastery]], [[Improved Abilities]] or [[New Abilities]] ==== | ==== with [[Character Development]], [[Characteristics]], [[Gameplay Mastery]], [[Improved Abilities]] or [[New Abilities]] ==== | ||
[[Team Development]] | [[Team Development]] | ||
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+ | ==== with [[Difficulty Levels]] ==== | ||
+ | [[Coordination]] | ||
==== with [[Eliminate]] ==== | ==== with [[Eliminate]] ==== | ||
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[[Instances]], | [[Instances]], | ||
[[Last Man Standing]], | [[Last Man Standing]], | ||
+ | [[Massively Multiplayer Online Games]], | ||
[[Multiplayer Games]], | [[Multiplayer Games]], | ||
[[Trick Taking]], | [[Trick Taking]], | ||
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[[Parties]], | [[Parties]], | ||
[[Roleplaying]] | [[Roleplaying]] | ||
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+ | [[Single-Player Games]] together with [[Units]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 16:02, 4 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
- 1 Examples
- 2 Using the pattern
- 3 Consequences
- 4 Relations
- 4.1 Can Instantiate
- 4.1.1 with Area Control
- 4.1.2 with Asymmetric Starting Conditions
- 4.1.3 with Betrayal
- 4.1.4 with Coordination or Flanking Routes
- 4.1.5 with Characters and Orthogonal Differentiation
- 4.1.6 with Character Development, Characteristics, Gameplay Mastery, Improved Abilities or New Abilities
- 4.1.7 with Difficulty Levels
- 4.1.8 with Eliminate
- 4.1.9 with Functional Roles
- 4.1.10 with Individual Rewards and Races
- 4.1.11 with Last Man Standing or PvP
- 4.1.12 with Mini-maps
- 4.1.13 with Multiplayer Games
- 4.1.14 with Multiplayer Games and FUBAR Enjoyment
- 4.1.15 with Ninja Looting
- 4.1.16 with Player Killing
- 4.1.17 with Privileged Abilities or Skills
- 4.1.18 with Privileged Abilities
- 4.1.19 with Transferable Items
- 4.2 Can Modulate
- 4.3 Can Be Instantiated By
- 4.4 Can Be Modulated By
- 4.5 Possible Closure Effects
- 4.6 Potentially Conflicting With
- 4.1 Can Instantiate
- 5 History
- 6 References
- 7 Acknowledgements
Examples
Left 4 Dead series Space Alert Battlestar Galactica: The Board Game
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
to examples: Team-Based Games
Relations
Agents Units Algorithmic Agents FUBAR Enjoyment Stimulated Planning AI Players Enemies Extra Chances Social Dilemmas Companions Enforced Agent Behavior Factions
Can Instantiate
Abstract Player Constructs, Cooperation, Guilting, Social Roles, Social Rewards, Symbiotic Player Relations, Togetherness
with Area Control
with Asymmetric Starting Conditions
with Betrayal
with Coordination or Flanking Routes
with Characters and Orthogonal Differentiation
Team Combos, Team Strategy Identification
with Character Development, Characteristics, Gameplay Mastery, Improved Abilities or New Abilities
with Difficulty Levels
with Eliminate
with Functional Roles
with Individual Rewards and Races
with Last Man Standing or PvP
with Mini-maps
Coordination, Team Combos, Team Strategy Identification
with Multiplayer Games
Social Skills, Team Accomplishments, Team Strategy Identification
with Multiplayer Games and FUBAR Enjoyment
with Ninja Looting
with Player Killing
with Privileged Abilities or Skills
with Privileged Abilities
Coordination, Game-Based Social Statuses
with Transferable Items
Can Modulate
Avatars, Characters, Conditional Passageways, Instances, Last Man Standing, Massively Multiplayer Online Games, Multiplayer Games, Trick Taking, PvP
with Reserves
Agents, Characters, Physical Enactment, Player Physical Prowess
Can Be Instantiated By
Heterogeneous Game Element Ownership, Parties, Roleplaying
Single-Player Games together with Units
Can Be Modulated By
Altruistic Actions, Arenas, Betrayal, Characteristics, Chat Channels, Collaborative Actions, Drop-In/Drop-Out, Early Leaving Players, Focus Loci, Friendly Fire, Functional Roles, Geospatial Game Widgets, Handles, Internal Conflicts, Internal Rivalry, Invites, Late Arriving Players, Mini-maps, Player Killing, Player-Planned Development, Privileged Abilities, Ragequitting, Reserves, Scores, Sniper Locations, Surrendering, Team Combos, Team Balance, Team Elimination, Team Development, TvT
Game Lobbies in games that have Mediated Gameplay
Possible Closure Effects
-
Potentially Conflicting With
Betrayal, Delayed Reciprocity, Internal Conflicts
Team Balance in games with Privileged Abilities
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-