Difference between revisions of "Game Lobbies"

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[[Category:Stub]]
 
[[Category:Stub]]
 
[[Category:To be Published]]
 
[[Category:To be Published]]
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[[Category:Interface Patterns]]
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[[Category:Meta Patterns]]
 
''Meeting spaces for players before game instances begin.''
 
''Meeting spaces for players before game instances begin.''
  
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[[Game Lobbies]] can make use of [[Gameplay Statistics]], [[Handles]], and [[Public Player Statistics]] to help players identify themselves and find appropriate players to play with. They nearly always provide [[Chat Channels|Chat]] or other [[Communication Channels]] so that players can both socialize and negotiate when gameplay should begin. In games with [[Player Decided Rule Setup]] the [[Communication Channels]] also allow players to discuss which options or variants should be used.
 
[[Game Lobbies]] can make use of [[Gameplay Statistics]], [[Handles]], and [[Public Player Statistics]] to help players identify themselves and find appropriate players to play with. They nearly always provide [[Chat Channels|Chat]] or other [[Communication Channels]] so that players can both socialize and negotiate when gameplay should begin. In games with [[Player Decided Rule Setup]] the [[Communication Channels]] also allow players to discuss which options or variants should be used.
 
=== Diegetic Aspects ===
 
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
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As a way of allowing players to meet outside ongoing gameplay, [[Game Lobbies]] is not only an [[:Category:Interface Patterns|Interface Pattern]] but also a [[:Category:Meta Patterns|Meta Pattern]].
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
  

Revision as of 14:15, 14 June 2014

Meeting spaces for players before game instances begin.

This pattern is a still a stub.

Examples

Practically all online multiplayer games where players match up against each other make use of Game Lobbies. Examples includes Quake, Counter-Strike, and StarCraft series. Similarly, the Left 4 Dead series provides Game Lobbies so that players have the possibility of matching up and avoid using bots as replacements for players. Massively Multiplayer Online Games such as World of Warcraft and Everquest allow players find each other not only to engage in team-based conflicts but also to create groups that cooperative in trying to complete localized gameplay areas.

Using the pattern

Game Lobbies can be used to allow players in Multiplayer Games with Mediated Gameplay to gather before gameplay begins. This can simply be to allow enough players to be able for the game to be able to start but can also allow friends or rivals to find each other if Friend Lists are available. In games that in reality are Meta Games consisting of several matches, e.g. Counter-Strike, the Game Lobbies also serve as a space for players to discuss the just experienced gameplay. This can also be used to let players suffering from Player Elimination to occupy themselves until the current match has ended.

Game Lobbies can also be used during games to allow players to find each other so they can together enter Instances. This may encourage and support players unfamiliar with each other to create Pickup Groups.

Game Lobbies can make use of Gameplay Statistics, Handles, and Public Player Statistics to help players identify themselves and find appropriate players to play with. They nearly always provide Chat or other Communication Channels so that players can both socialize and negotiate when gameplay should begin. In games with Player Decided Rule Setup the Communication Channels also allow players to discuss which options or variants should be used.

Interface Aspects

As a way of allowing players to meet outside ongoing gameplay, Game Lobbies is not only an Interface Pattern but also a Meta Pattern.

Consequences

Game Lobbies provides players with a Freedom of Choice whom they can play with. To a certain level they support Late Arriving Players in that players already connected to the Game Lobbies can discuss waiting for additional players compared to starting to play.

Interruptibility Difficulty Levels Back-to-Back Game Sessions

Relations

To add text in: Meta Games Player Elimination

Can Instantiate

Back-to-Back Game Sessions, Difficulty Levels, Freedom of Choice

Can Modulate

Instances, Interruptibility, Late Arriving Players, Meta Games, Pickup Groups, Player Decided Rule Setup, Player Elimination

Multiplayer Games that have Mediated Gameplay

Can Be Instantiated By

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Can Be Modulated By

Chat Channels, Communication Channels, Friend Lists, Gameplay Statistics, Handles, Public Player Statistics

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements