Difference between revisions of "Neighbors"
Line 22: | Line 22: | ||
[[Visits]] | [[Visits]] | ||
− | + | [[Unlocking]] | |
+ | [[Helplessness]] | ||
− | + | [[Purchasable Game Advantages]] | |
− | === | + | === Interface Aspects === |
+ | Inviting and accepting [[Neighbors|Neighbor]] requests are typically handled through [[HUD Interfaces]] or [[Secondary Interface Screens]]. | ||
== Consequences == | == Consequences == | ||
Line 32: | Line 34: | ||
[[Social Interaction]], | [[Social Interaction]], | ||
[[Uncommitted Alliances]] | [[Uncommitted Alliances]] | ||
+ | [[Unlocking]] | ||
== Relations == | == Relations == | ||
Line 37: | Line 40: | ||
[[Resources]], | [[Resources]], | ||
[[Social Interaction]], | [[Social Interaction]], | ||
− | [[Uncommitted Alliances]] | + | [[Uncommitted Alliances]], |
+ | [[Unlocking]] | ||
=== Can Modulate === | === Can Modulate === | ||
[[Altruistic Actions]], | [[Altruistic Actions]], | ||
[[Combat]], | [[Combat]], | ||
+ | [[Helplessness]], | ||
[[Massively Single-Player Online Games]], | [[Massively Single-Player Online Games]], | ||
[[Private Game Spaces]], | [[Private Game Spaces]], | ||
Line 51: | Line 56: | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[Purchasable Game Advantages]] | |
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 20:45, 4 June 2011
Other players acknowledged as being allowed to affect ones gameplay.
Online games that are not directly played as multiplayer games can allow a limited form of interaction by letting players have restricted access to what actions that can do to each other, most often provide help through small pieces of aid. To let players control which other players can do this, one design solution is to let them acknowledge each other as Neighbors.
Contents
Examples
Using Neighbors is a common feature in many of the most popular games based on Facebook. Mafia Wars, FarmVille, CityVille, and Empires & Allies make use of Neighbors as a gameplay mechanic and so does Ravenwood Fair and Zombie Lane.
Using the pattern
Altruistic Actions, Combat, Massively Single-Player Online Games, Private Game Spaces, Trading, Visits
Interface Aspects
Inviting and accepting Neighbor requests are typically handled through HUD Interfaces or Secondary Interface Screens.
Consequences
Resources, Social Interaction, Uncommitted Alliances Unlocking
Relations
Can Instantiate
Resources, Social Interaction, Uncommitted Alliances, Unlocking
Can Modulate
Altruistic Actions, Combat, Helplessness, Massively Single-Player Online Games, Private Game Spaces, Trading, Visits
Can Be Instantiated By
-
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki.
References
-
Acknowledgements
-