Difference between revisions of "Teams"
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[[Game Lobbies]] in games that have [[Mediated Gameplay]] | [[Game Lobbies]] in games that have [[Mediated Gameplay]] | ||
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− | [[ | + | Some patterns make it more difficult for [[Teams]] to function efficiently or at all. These include [[Betrayal]], [[Delayed Reciprocity]], and [[Internal Conflicts]]. |
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+ | Providing [[Teams]] with [[Privileged Abilities]] can cause problems with [[Team Balance]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 08:51, 6 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
- 1 Examples
- 2 Using the pattern
- 3 Consequences
- 4 Relations
- 4.1 Can Instantiate
- 4.1.1 with Area Control
- 4.1.2 with Asymmetric Starting Conditions
- 4.1.3 with Betrayal
- 4.1.4 with Coordination or Flanking Routes
- 4.1.5 with Characters and Orthogonal Differentiation
- 4.1.6 with Character Development, Characteristics, Gameplay Mastery, Improved Abilities or New Abilities
- 4.1.7 with Eliminate
- 4.1.8 with Extra Chances
- 4.1.9 with Functional Roles
- 4.1.10 with Geospatial Game Widgets
- 4.1.11 with Individual Rewards and Races
- 4.1.12 with Last Man Standing or PvP
- 4.1.13 with Mini-maps
- 4.1.14 with Multiplayer Games
- 4.1.15 with Multiplayer Games and FUBAR Enjoyment
- 4.1.16 with Ninja Looting
- 4.1.17 with Player Killing
- 4.1.18 with Privileged Abilities or Skills
- 4.1.19 with Privileged Abilities
- 4.1.20 with Transferable Items
- 4.2 Can Modulate
- 4.3 Can Be Instantiated By
- 4.4 Can Be Modulated By
- 4.5 Possible Closure Effects
- 4.6 Potentially Conflicting With
- 4.1 Can Instantiate
- 5 History
- 6 References
- 7 Acknowledgements
Examples
Left 4 Dead series Space Alert Battlestar Galactica: The Board Game
to examples: Team-Based Games
Using the pattern
There are several ways of creating the necessary members of Teams. The oldest way is simply to require a number of players to be in a Team (where each players can actually be seen as a game element in a game that uses Heterogeneous Game Element Ownership). Factions and Parties is similar but can for Computer Games be simulated with one player together with Companions that are controlled by Algorithmic Agents. Units together with abilities to do Combos in Single-Player Games is another option where only one player is needed. Enforced Agent Behavior can be used to make the members act in the best interest of the Team to which they belong.
Can Modulate
Agents, Avatars, Characters, Conditional Passageways, Instances, Last Man Standing, Massively Multiplayer Online Games, Multiplayer Games, Roleplaying Social Dilemmas, Stimulated Planning, Trick Taking, PvP
with Difficulty Levels
with Friendly Fire
with Reserves
Agents, Characters, Physical Enactment, Player Physical Prowess
Can Be Modulated By
AI Players, Altruistic Actions, Arenas, Betrayal, Characteristics, Chat Channels, Collaborative Actions, Drop-In/Drop-Out, Early Leaving Players, Focus Loci, Friendly Fire, Functional Roles, Handles, Internal Conflicts, Internal Rivalry, Invites, Late Arriving Players, Mini-maps, Player Killing, Player-Planned Development, Privileged Abilities, Ragequitting, Reserves, Scores, Sniper Locations, Surrendering, Team Combos, Team Balance, Team Elimination, Team Development, TvT
Game Lobbies in games that have Mediated Gameplay
Some patterns make it more difficult for Teams to function efficiently or at all. These include Betrayal, Delayed Reciprocity, and Internal Conflicts.
Providing Teams with Privileged Abilities can cause problems with Team Balance
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
The main consequence of Teams is to create Cooperation (e.g. by requiring separation to maximize Area Control, making best use of Transferable Items, or handling the Asymmetric Roles members get due to having Asymmetric Starting Conditions). However, the possibilities for Individual Rewards in Races can give rise to Internal Rivalry and the possibility of Ninja Looting can cause Internal Conflicts. Friendly Fire can be another concern for Cooperation, i.e. if Player Killing of one's own team members is possible through intentional actions or mistakes. Perhaps most problematic of Cooperation, the possibility of Betrayal makes for Complex Gameplay and provides a source for Tension among all members of a Team. Teams can be pitched against each other in TvT gameplay by applying the design possibilities of Last Man Standing or PvP on Teams. The possibility of succeeding with Eliminate goals of individual members in Teams can lead to complete Team Elimination.
Teams often can or need to achieve Coordination, e.g. through handling Privileged Abilities or Transferable Items. Mini-maps can help with this, especially when the show the position of the other team members (Geospatial Game Widgets can help with this as well). Such Coordination can make Team Combos possible. Other ways that more concretely offer possibilities for Team Combos include Flanking Routes and Mini-maps. In general, Teams consisting of Characters with Orthogonal Differentiation in Abilities or Characteristics or any Team where some members have Privileged Abilities or different Skills make it likely that Team Combos can be found. Finding Team Combos through using Mini-maps or combining the actions of Characters with Orthogonal Differentiation can be cases of Team Strategy Identification.
Teams consisting of players create Symbiotic Player Relations and typically cause many patterns related to Social Interaction. First, those with Privileged Abilities in Teams can gain Game-Based Social Statuses. Second, in the case where Extra Chances are available to Teams rather than individual members, these become Shared Resources whose use need to be negotiated. Third, if players can take on Functional Roles, this can be used to let inexperienced players take on easy role or make it easier for experienced players to explain abilities and responsibility to the new players. This makes for Smooth Learning Curves. Fourth, players may take on Social Roles and working together can give rise to Social Rewards and Togetherness regardless of if the Teams actually succeed with their goals. However, failing with achieving goals can lead to Guilting. These pattern can occur even if not all players are actually humans (i.e. if some are AI Players) but the more games are true Multiplayer Games the more Social Skills become important and people can feel that they have achieved Team Strategy Identification before or during gameplay and Team Accomplishments after closures. When FUBAR Enjoyment occurs in these situations, they can become Mutual FUBAR Enjoyment.
Teams can be Abstract Player Constructs if the game state contains information about the Teams besides what members are part of them. In these cases, changes in Characteristics or rewards of Improved or New Abilities causes Team Development. If the Teams consists of Characters the presence of Character Development can do the same, as can the possibility of Gameplay Mastery in Teams consisting of people.
Relations
Can Instantiate
Abstract Player Constructs, Cooperation, Guilting, Social Interaction, Social Roles, Social Rewards, Symbiotic Player Relations, Togetherness
with Area Control
with Asymmetric Starting Conditions
with Betrayal
with Coordination or Flanking Routes
with Characters and Orthogonal Differentiation
Team Combos, Team Strategy Identification
with Character Development, Characteristics, Gameplay Mastery, Improved Abilities or New Abilities
with Eliminate
with Extra Chances
with Functional Roles
with Geospatial Game Widgets
with Individual Rewards and Races
with Last Man Standing or PvP
with Mini-maps
Coordination, Team Combos, Team Strategy Identification
with Multiplayer Games
Social Skills, Team Accomplishments, Team Strategy Identification
with Multiplayer Games and FUBAR Enjoyment
with Ninja Looting
with Player Killing
with Privileged Abilities or Skills
with Privileged Abilities
Coordination, Game-Based Social Statuses
with Transferable Items
Can Modulate
Agents, Avatars, Characters, Conditional Passageways, Instances, Last Man Standing, Massively Multiplayer Online Games, Multiplayer Games, Roleplaying, Social Dilemmas, Stimulated Planning, Trick Taking, PvP
with Difficulty Levels
with Friendly Fire
with Reserves
Agents, Characters, Physical Enactment, Player Physical Prowess
Can Be Instantiated By
Enforced Agent Behavior, Factions, Heterogeneous Game Element Ownership, Parties
Algorithmic Agents together with Companions
Single-Player Games together with Units
Can Be Modulated By
AI Players, Altruistic Actions, Arenas, Betrayal, Characteristics, Chat Channels, Collaborative Actions, Drop-In/Drop-Out, Early Leaving Players, Focus Loci, Friendly Fire, Functional Roles, Geospatial Game Widgets, Handles, Internal Conflicts, Internal Rivalry, Invites, Late Arriving Players, Mini-maps, Player Killing, Player-Planned Development, Privileged Abilities, Ragequitting, Reserves, Scores, Sniper Locations, 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, Delayed Reciprocity, 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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-