Difference between revisions of "Functional Roles"
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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. [[Privileged Abilities]] is the simplest solution to this in games that has [[Teams]] that can have different [[Competence Areas]]; [[New Abilities]] lets this develop over time and according to needs. [[Parties]], as special cases of [[Teams]], naturally have players develop different [[Competence Areas]] and [[Privileged Abilities]] and are therefore especially suited to achieving [[Functional Roles]]. Beyond that, specific ways of allowing specialization include [[Sidegrades]], [[Skills]], [[Tools]], and [[Weapons]] while [[Equipment Slots]] can force specialization since each entity cannot carry [[Tools]] or [[Weapons]] for each situation (the [[Left 4 Dead series]] is an example where [[Equipment Slots]] has this consequence). Typically [[Functional Roles]] are split between players, but this can be complemented by use of [[Companions]] and the pattern can be used in [[Single-Player Games]] if the player has control over many [[Characters]] or [[Units]]. | 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. [[Privileged Abilities]] is the simplest solution to this in games that has [[Teams]] that can have different [[Competence Areas]]; [[New Abilities]] lets this develop over time and according to needs. [[Parties]], as special cases of [[Teams]], naturally have players develop different [[Competence Areas]] and [[Privileged Abilities]] and are therefore especially suited to achieving [[Functional Roles]]. Beyond that, specific ways of allowing specialization include [[Sidegrades]], [[Skills]], [[Tools]], and [[Weapons]] while [[Equipment Slots]] can force specialization since each entity cannot carry [[Tools]] or [[Weapons]] for each situation (the [[Left 4 Dead series]] is an example where [[Equipment Slots]] has this consequence). Typically [[Functional Roles]] are split between players, but this can be complemented by use of [[Companions]] and the pattern can be used in [[Single-Player Games]] if the player has control over many [[Characters]] or [[Units]]. | ||
− | [[Role Selection]] is a specific type of [[Functional Roles]] where players | + | [[Role Selection]] is a specific type of [[Functional Roles]] where players in turn have to select from a limited number of [[Functional Roles]] |
[[Functional Roles]] in games with [[Teams]] create need for player [[Coordination]]. Beyond all other ways of supporting [[Coordination]] that exist, one way appropriate in conjunction with [[Functional Roles]] is to let players distinguish themselves with [[Cosmetic Game Items]] according to their roles. | [[Functional Roles]] in games with [[Teams]] create need for player [[Coordination]]. Beyond all other ways of supporting [[Coordination]] that exist, one way appropriate in conjunction with [[Functional Roles]] is to let players distinguish themselves with [[Cosmetic Game Items]] according to their roles. |
Revision as of 20:57, 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. Privileged Abilities is the simplest solution to this in games that has Teams that can have different Competence Areas; New Abilities lets this develop over time and according to needs. Parties, as special cases of Teams, naturally have players develop different Competence Areas and Privileged Abilities and are therefore especially suited to achieving Functional Roles. Beyond that, specific ways of allowing specialization include Sidegrades, Skills, Tools, and Weapons while Equipment Slots can force specialization since each entity cannot carry Tools or Weapons for each situation (the Left 4 Dead series is an example where Equipment Slots has this consequence). Typically Functional Roles are split between players, but this can be complemented by use of Companions and the pattern can be used in Single-Player Games if the player has control over many Characters or Units.
Role Selection is a specific type of Functional Roles where players in turn have to select from a limited number of Functional Roles
Functional Roles in games with Teams create need for player Coordination. Beyond all other ways of supporting Coordination that exist, one way appropriate in conjunction with Functional Roles is to let players distinguish themselves with Cosmetic Game Items according to their roles.
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. When roles are limited, this can lead to Internal Rivalry between the players - especially in games with persistent social organizations such as Guilds. These Internal Rivalries can in turn lead to Role Reversals during gameplay.
Relations
Can Instantiate
-
with Teams
with Cosmetic Game Items
with Internal Rivalry
with Multiplayer Games
Internal Rivalry, Replayability, Varied Gameplay
Can Modulate
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
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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).