Difference between revisions of "Friendly Fire"

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=== Narrative Aspects ===
 
=== Narrative Aspects ===
  
== Consequences ==
 
=== Can Instantiate ===
 
[[Challenging Gameplay]],
 
[[Internal Rivalry]],
 
[[Thematic Consistency]]
 
  
=== Can Modulate ===
 
[[Aim & Shoot]],
 
[[Combat]]
 
[[Companions]],
 
[[Multiplayer Games]]
 
  
[[Difficulty Levels]] in games with [[Teams]]
+
== Consequences ==
 
+
[[Friendly Fire]] modifies the way players can engage in [[Aim & Shoot]] activities as part of [[Combat]] while playing [[Multiplayer Games]] with [[Teams]]. The risk of hitting team members, either other players or [[Companions]], make [[Friendly Fire]] give more [[Challenging Gameplay]] while at the same time supporting [[Thematic Consistency]] - at least in games which try to simulate real world weapons. When optional, selecting [[Friendly Fire]] in [[Teams|Team-based]] games is one way of setting [[Difficulty Levels]].
=== Potentially Conflicting With ===
+
[[Internal Rivalry]]
+
  
 +
[[Friendly Fire]] can easily spark of [[Internal Rivalry]] in [[Teams]], but also make it difficult to maintain the rivalry for a longer time since violence can end the conflict quickly.
  
 
== Relations ==
 
== Relations ==
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[[Combat]]
 
[[Combat]]
 
[[Companions]],  
 
[[Companions]],  
[[Multiplayer Games]]
+
[[Teams]]
  
[[Difficulty Levels]] in games with [[Teams]]
+
[[Difficulty Levels]] and [[Multiplayer Games]] in games with [[Teams]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 09:03, 8 July 2011

Attacks from members in the same team that cause damage.

This pattern is a still a stub.

Examples

Fallout series (at least later ones)

Team Fortress series ?

Left 4 Dead series

Using the pattern

Making Friendly Fire possible in games basically consist of letting Combat rules affect

Player Killing together with Teams

Can Be Modulated By

Death Consequences

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Friendly Fire modifies the way players can engage in Aim & Shoot activities as part of Combat while playing Multiplayer Games with Teams. The risk of hitting team members, either other players or Companions, make Friendly Fire give more Challenging Gameplay while at the same time supporting Thematic Consistency - at least in games which try to simulate real world weapons. When optional, selecting Friendly Fire in Team-based games is one way of setting Difficulty Levels.

Friendly Fire can easily spark of Internal Rivalry in Teams, but also make it difficult to maintain the rivalry for a longer time since violence can end the conflict quickly.

Relations

Can Instantiate

Challenging Gameplay, Internal Rivalry, Thematic Consistency

Can Modulate

Aim & Shoot, Combat Companions, Teams

Difficulty Levels and Multiplayer Games in games with Teams

Can Be Instantiated By

Player Killing together with Teams

Can Be Modulated By

Death Consequences

Possible Closure Effects

-

Potentially Conflicting With

Internal Rivalry

History

New pattern created in this wiki.

References

-

Acknowledgements

-