Difference between revisions of "Teams"

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(Relations)
(Relations)
Line 40: Line 40:
 
[[Enforced Agent Behavior]]
 
[[Enforced Agent Behavior]]
 
[[Factions]]
 
[[Factions]]
[[Internal Rivalry]]
 
 
[[Single-Player Games]]
 
[[Single-Player Games]]
 
[[Goal Achievements]]
 
[[Goal Achievements]]
Line 74: Line 73:
 
[[Conditional Passageways]]
 
[[Conditional Passageways]]
 
[[Parties]]
 
[[Parties]]
[[Handles]]
 
[[Focus Loci]]
 
[[Third-Person Views]]
 
[[Functional Roles]]
 
[[Trick Taking]]
 
[[Races]]
 
[[PvP]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Team Elimination]]
 
[[Team Elimination]]
  
==== with [[Last Man Standing]] ====
+
==== with [[Last Man Standing]] or [[PvP]] ====
 
[[TvT]]
 
[[TvT]]
  
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[[Team Combos]],  
 
[[Team Combos]],  
 
[[Team Strategy Identification]]
 
[[Team Strategy Identification]]
 +
 +
==== with [[Functional Roles]] ====
 +
[[Smooth Learning Curves]]
  
 
==== with [[Multiplayer Games]] ====
 
==== with [[Multiplayer Games]] ====
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[[Coordination]],  
 
[[Coordination]],  
 
[[Game-Based Social Statuses]]
 
[[Game-Based Social Statuses]]
 +
 +
==== with [[Individual Rewards]] and [[Races]] ====
 +
[[Internal Rivalry]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Instances]],  
 
[[Instances]],  
 
[[Last Man Standing]],  
 
[[Last Man Standing]],  
[[Multiplayer Games]]
+
[[Multiplayer Games]],
 +
[[Trick Taking]],
 +
[[PvP]]
  
 
==== with [[Reserves]] ====
 
==== with [[Reserves]] ====
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[[Drop-In/Drop-Out]],  
 
[[Drop-In/Drop-Out]],  
 
[[Early Leaving Players]],  
 
[[Early Leaving Players]],  
 +
[[Focus Loci]],
 +
[[Functional Roles]],
 +
[[Handles]],
 
[[Internal Conflicts]],  
 
[[Internal Conflicts]],  
 +
[[Internal Rivalry]],
 
[[Late Arriving Players]],  
 
[[Late Arriving Players]],  
 
[[Mini-maps]],  
 
[[Mini-maps]],  

Revision as of 15:24, 4 August 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Left 4 Dead series Space Alert Battlestar Galactica: The Board Game

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Agents Units Algorithmic Agents FUBAR Enjoyment Stimulated Planning AI Players Enemies Extra Chances Social Dilemmas Companions Enforced Agent Behavior Factions Single-Player Games Goal Achievements Difficulty LevelsMassively Multiplayer Online Games Invites Altruistic Actions Delayed Reciprocity Collaborative Actions Guilting Safe Havens Geospatial Game Widgets Asymmetric Starting Conditions Transferable Items Territories Inaccessible Areas Controllers Thematic Consistency Strategic Knowledge Choke Points Sniper Locations Arenas Improved Abilities New Abilities Player Killing Friendly Fire Spawn Points Camping Area Control Combat Health Conditional Passageways Parties

Can Instantiate

Abstract Player Constructs, Cooperation, Social Roles, Social Rewards, Symbiotic Player Relations, Togetherness

with Betrayal

Complex Gameplay, Tension

with Coordination or Flanking Routes

Team Combos

with Characters and Orthogonal Differentiation

Team Combos, Team Strategy Identification

with Character Development, Characteristics, or Gameplay Mastery

Team Development

with Eliminate

Team Elimination

with Last Man Standing or PvP

TvT

with Mini-maps

Coordination, Team Combos, Team Strategy Identification

with Functional Roles

Smooth Learning Curves

with Multiplayer Games

Social Skills, Team Accomplishments, Team Strategy Identification

with Multiplayer Games and FUBAR Enjoyment

Mutual FUBAR Enjoyment

with Ninja Looting

Internal Conflicts

with Privileged Abilities or Skills

Team Combos

with Privileged Abilities

Coordination, Game-Based Social Statuses

with Individual Rewards and Races

Internal Rivalry

Can Modulate

Avatars, Characters, Instances, Last Man Standing, Multiplayer Games, Trick Taking, PvP

with Reserves

Agents, Characters, Physical Enactment, Player Physical Prowess

Can Be Instantiated By

Heterogeneous Game Element Ownership, Roleplaying

Can Be Modulated By

Betrayal, Characteristics, Chat Channels, Drop-In/Drop-Out, Early Leaving Players, Focus Loci, Functional Roles, Handles, Internal Conflicts, Internal Rivalry, Late Arriving Players, Mini-maps, Player-Planned Development, Privileged Abilities, Ragequitting, Reserves, Scores, Surrendering, Team Combos, Team Balance, Team Elimination, Team Development, TvT

Game Lobbies in games that have Mediated Gameplay

Possible Closure Effects

-

Potentially Conflicting With

Betrayal, Internal Conflicts

Team Balance in games with Privileged Abilities

History

An updated version of the pattern Team Play that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-