Difference between revisions of "Team Development"
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[[Category:Mechanical Patterns]] | [[Category:Mechanical Patterns]] | ||
[[Category:Patterns]] | [[Category:Patterns]] | ||
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''Changes over time to teams due to changes in the game state or player skills.'' | ''Changes over time to teams due to changes in the game state or player skills.'' | ||
− | Many games make use of teams. | + | Many games make use of teams. Those that let the teams change over time - for whatever reason - have [[Team Development]]. |
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=== Examples === | === Examples === | ||
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== Using the pattern == | == Using the pattern == | ||
− | Designing for [[Team Development]] mainly consists of how [[Teams]] should be able to improve and what aspects of them can be improved. A primary influence on these choices is what the [[Teams]] consists of. In the case of [[Characters]], any type of [[Character Development]] also causes [[Team Development]]. In [[Teams]] of players, [[Further Player Improvement Potential]] or the possibility of [[Gameplay Mastery]] instead provide means for the [[Teams]] to develop. More specifically modifying [[Characteristics]] or providing [[New Abilities|New]] or [[Improved Abilities]] can be used to instantiate [[Team Development]], either on individual [[Characters]] in the [[Teams]] or on [[Abstract Player Constructs]] if they are use to describe the [[Teams]]. | + | Designing for [[Team Development]] mainly consists of how [[Teams]] should be able to improve and what aspects of them can be improved. A primary influence on these choices is what the [[Teams]] consists of. In the case of [[Characters]], any type of [[Character Development]] also causes [[Team Development]]. In [[Teams]] of players, [[Further Player Improvement Potential]] or the possibility of [[Gameplay Mastery]] instead provide means for the [[Teams]] to develop. More specifically modifying [[Characteristics]] or providing [[New Abilities|New]] or [[Improved Abilities]] can be used to instantiate [[Team Development]], either on individual [[Characters]] in the [[Teams]] or on [[Abstract Player Constructs]] if they are use to describe the [[Teams]]. In games where [[Teams]] exist longer than single game instances, training members through [[Extra-Game Actions]] is another way to allow [[Team Development]]. In these cases, the introduction of [[Coaches]] can be considered to let somebody specialize in this activity as well as tactical and strategical decision making during gameplay. |
[[Player-Planned Development]] can be used to let players have influence over [[Team Development]]. | [[Player-Planned Development]] can be used to let players have influence over [[Team Development]]. | ||
== Consequences == | == Consequences == | ||
− | [[Team Development]] lets [[Teams]] evolve over gameplay time. This quite clearly leads to [[Abstract Player Construct Development]] in the cases where these [[Teams]] are [[Abstract Player Constructs]]. In games where the team members are players, this may give a feeling of [[Togetherness]]. | + | [[Team Development]] lets [[Teams]] evolve over gameplay time and typically requires some type of [[Resource Management]], and the development is often an [[Investments|Investment]]. This quite clearly leads to [[Abstract Player Construct Development]] in the cases where these [[Teams]] are [[Abstract Player Constructs]]. In games where the team members are players, this may give a feeling of [[Togetherness]]. In both cases, individual members can gain [[Asymmetric Abilities]] and [[Competence Areas]]. In games where [[Teams]] are maintained over game instances, [[Team Development]] provides [[Extra-Game Consequences]] and improving the [[Teams|Team]] as much as possible becomes a [[Meta Games|Meta Game]]. |
[[Team Development]] affects both [[PvP]] and [[TvT]] gameplay regarding [[Team Balance]]. It can be used to both balance the powers of players within a team and balance teams against each other but this can be a fickle solution since [[Team Development]] can easily also emphasis existing imbalances. | [[Team Development]] affects both [[PvP]] and [[TvT]] gameplay regarding [[Team Balance]]. It can be used to both balance the powers of players within a team and balance teams against each other but this can be a fickle solution since [[Team Development]] can easily also emphasis existing imbalances. | ||
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
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[[Competence Areas]], | [[Competence Areas]], | ||
[[Extra-Game Consequences]], | [[Extra-Game Consequences]], | ||
+ | [[Investments]], | ||
[[Meta Games]], | [[Meta Games]], | ||
[[Resource Management]], | [[Resource Management]], | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Character Development]], [[Characteristics]], [[Further Player Improvement Potential]], [[Gameplay Mastery]], [[Improved Abilities]], [[New Abilities]], or [[Extra-Game Actions]] in games with [[Teams]] | |
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− | [[Character Development]], [[Characteristics]], [[Further Player Improvement Potential]], [[Gameplay Mastery]], [[Improved Abilities]], | + | |
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Coaches]], | ||
[[Player-Planned Development]] | [[Player-Planned Development]] | ||
Latest revision as of 12:09, 19 March 2018
Changes over time to teams due to changes in the game state or player skills.
Many games make use of teams. Those that let the teams change over time - for whatever reason - have Team Development.
Contents
Examples
Real world Sports such as Basketball, Ice Hockey, and Soccer have Team Development as team members gain experience from training and playing matches. Of course, recruiting new team members can provide Team Development as well. E-sports with stable teams, e.g. Counter-Strike and League of Legends have the same type of Team Development. Games where individual players control whole teams, e.g. Bloodbowl, the Football Manager series, and Hattrick, nearly always provide gameplay choices related to Team Development. This is also the case for many games in the FIFA series.
The improvements (and possibly disadvantages) that individual characters gain over time in Tabletop Roleplaying Games such as Dungeons & Dragons, GURPS, and Warhammer Fantasy Roleplay typically provide Team Development as players often play as members of parties.
Using the pattern
Designing for Team Development mainly consists of how Teams should be able to improve and what aspects of them can be improved. A primary influence on these choices is what the Teams consists of. In the case of Characters, any type of Character Development also causes Team Development. In Teams of players, Further Player Improvement Potential or the possibility of Gameplay Mastery instead provide means for the Teams to develop. More specifically modifying Characteristics or providing New or Improved Abilities can be used to instantiate Team Development, either on individual Characters in the Teams or on Abstract Player Constructs if they are use to describe the Teams. In games where Teams exist longer than single game instances, training members through Extra-Game Actions is another way to allow Team Development. In these cases, the introduction of Coaches can be considered to let somebody specialize in this activity as well as tactical and strategical decision making during gameplay.
Player-Planned Development can be used to let players have influence over Team Development.
Consequences
Team Development lets Teams evolve over gameplay time and typically requires some type of Resource Management, and the development is often an Investment. This quite clearly leads to Abstract Player Construct Development in the cases where these Teams are Abstract Player Constructs. In games where the team members are players, this may give a feeling of Togetherness. In both cases, individual members can gain Asymmetric Abilities and Competence Areas. In games where Teams are maintained over game instances, Team Development provides Extra-Game Consequences and improving the Team as much as possible becomes a Meta Game.
Team Development affects both PvP and TvT gameplay regarding Team Balance. It can be used to both balance the powers of players within a team and balance teams against each other but this can be a fickle solution since Team Development can easily also emphasis existing imbalances.
Relations
Can Instantiate
Abstract Player Construct Development, Asymmetric Abilities, Competence Areas, Extra-Game Consequences, Investments, Meta Games, Resource Management, Togetherness
with PvP
with TvT
Can Modulate
Can Be Instantiated By
Character Development, Characteristics, Further Player Improvement Potential, Gameplay Mastery, Improved Abilities, New Abilities, or Extra-Game Actions in games with Teams
Can Be Modulated By
Coaches, Player-Planned Development
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
-