Difference between revisions of "Friendly Fire"
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== Using the pattern == | == Using the pattern == | ||
− | Making [[Friendly Fire]] possible in games basically consist of letting [[Combat]] rules and [[Death Consequences]] affect | + | Making [[Friendly Fire]] possible in games basically consist of letting [[Combat]] rules and [[Death Consequences]] affect other members in players' own [[Teams]]. This makes the presence of [[Teams]] in combination with [[Player Killing]] or [[Companions]] that can be killed a requirement for having the pattern. |
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− | [[Player Killing]] | + | |
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== Consequences == | == Consequences == | ||
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=== Can Modulate === | === Can Modulate === | ||
[[Aim & Shoot]], | [[Aim & Shoot]], | ||
− | [[Combat]] | + | [[Combat]], |
[[Companions]], | [[Companions]], | ||
[[Teams]] | [[Teams]] |
Revision as of 09:13, 8 July 2011
Attacks from members in the same team that cause damage.
Friendly Fire existing in games where attacks can affect enemies and friends alike. This typically makes players have to be more careful with how the act in combat environments.
Contents
Examples
Fallout series (at least later ones)
Using the pattern
Making Friendly Fire possible in games basically consist of letting Combat rules and Death Consequences affect other members in players' own Teams. This makes the presence of Teams in combination with Player Killing or Companions that can be killed a requirement for having the pattern.
Consequences
Friendly Fire modifies the way players can engage in Aim & Shoot activities as part of Combat while playing Multiplayer Games with Teams. The risk of hitting team members, either other players or Companions, make Friendly Fire give more Challenging Gameplay while at the same time supporting Thematic Consistency - at least in games which try to simulate real world weapons. When optional, selecting Friendly Fire in Team-based games is one way of setting Difficulty Levels.
Friendly Fire can easily spark of Internal Rivalry in Teams, but also make it difficult to maintain the rivalry for a longer time since violence can end the conflict quickly.
Relations
Can Instantiate
Challenging Gameplay, Internal Rivalry, Thematic Consistency
Can Modulate
Aim & Shoot, Combat, Companions, Teams
Difficulty Levels and Multiplayer Games in games with Teams
Can Be Instantiated By
Player Killing together with Teams
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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