Difference between revisions of "Functional Roles"
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== Consequences == | == Consequences == | ||
Novice players can ease into a game when [[Functional Roles]] require different levels of expertise in [[Teams]], so the pattern can support [[Smooth Learning Curves]] in these types of games; an example of this is playing engineers or medics in [[Team Fortress 2]]. | Novice players can ease into a game when [[Functional Roles]] require different levels of expertise in [[Teams]], so the pattern can support [[Smooth Learning Curves]] in these types of games; an example of this is playing engineers or medics in [[Team Fortress 2]]. | ||
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+ | In [[Multiplayer Games]], [[Functional Roles]] let players have [[Varied Gameplay]] and thereby provides [[Replayability]] in that players can have different gameplay experiences by testing different roles. | ||
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=== Can Modulate === | === Can Modulate === | ||
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== Relations == | == Relations == |
Revision as of 19:38, 10 August 2011
Gameplay where responsibility for different types of game actions can be divided between participants.
This pattern is a still a stub.
Contents
Examples
Class-based Tabletop Roleplaying Games such as Dungeons & Dragons
weapons
Using the pattern
Supporting Functional Roles requires both vary that entities can or need to specialize into different roles, and that several entities exist to fill these roles.
Can Be Instantiated By
Equipment Slots, Role Selection, Sidegrades, Skills, Tools, Weapons
New Abilities with Competence Areas and Teams
Privileged Abilities with Competence Areas and Teams
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Novice players can ease into a game when Functional Roles require different levels of expertise in Teams, so the pattern can support Smooth Learning Curves in these types of games; an example of this is playing engineers or medics in Team Fortress 2.
In Multiplayer Games, Functional Roles let players have Varied Gameplay and thereby provides Replayability in that players can have different gameplay experiences by testing different roles.
with Cosmetic Game Items
with Internal Rivalry
Can Modulate
Relations
Can Instantiate
with Teams
with Cosmetic Game Items
with Internal Rivalry
with Multiplayer Games
Replayability, Varied Gameplay
Can Modulate
Internal Rivalry, Multiplayer Games, Teams
Can Be Instantiated By
Companions, Equipment Slots, Parties, Role Selection, Sidegrades, Skills, Tools, Weapons
New Abilities with Competence Areas and Teams
Privileged Abilities with Competence Areas and Teams
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki. However, it was first introduced as a concept to support socially adaptable games by Björk et al (2004)[1].
References
- ↑ Björk, S., Eriksson, D., Holopainen, J. & Peitz, J. (2004). Guidelines for Socially Adaptable Games, Deliverable D9.1 of the EU project "Integrated Project on Pervasive Gaming" (FP6 - 004457).