Difference between revisions of "Symbiotic Player Relations"
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''Gameplay relations between players that make successes and failure of one player affect another similarly, and vice versa.'' | ''Gameplay relations between players that make successes and failure of one player affect another similarly, and vice versa.'' | ||
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[[Diplomacy]] | [[Diplomacy]] | ||
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== Using the pattern == | == Using the pattern == | ||
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Betrayal]], [[Cooperation]], [[Delayed Reciprocity]], [[Guilting]], [[Loyalty]], [[Social Interaction]] | [[Betrayal]], [[Cooperation]], [[Delayed Reciprocity]], [[Guilting]], [[Loyalty]], [[Social Interaction]] |
Revision as of 09:03, 20 January 2012
Gameplay relations between players that make successes and failure of one player affect another similarly, and vice versa.
Note that Symbiotic Player Relations does not imply that players always have to collaborate or that this may be the most efficient gameplay strategy or tactic. While symbiosis may be necessary (or obligated), it can also be facultative so that partners in the relationship benefit from it but can exist without it[1].
Contents
Examples
Battlestar Galactica: the Board Game
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Betrayal, Cooperation, Delayed Reciprocity, Guilting, Loyalty, Social Interaction
Can Modulate
-
Can Be Instantiated By
Altruistic Actions, Guilds, Mutual Goals, Social Organizations, Teams
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki. The initial idea of the pattern came from Niklas Kärrstrand (as codependency; this name in not used to avoid confusion since codependency has another meaning within psychiatry).
References
Acknowledgements
Niklas Kärrstrand, Jonas Linderoth