Difference between revisions of "Functional Roles"
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− | Novice players can ease into a game when [[Functional Roles]] require different levels of expertise in [[Teams]], so the pattern can support [[Smooth Learning Curves]] in these types of games. | + | Novice players can ease into a game when [[Functional Roles]] require different levels of expertise in [[Teams]], so the pattern can support [[Smooth Learning Curves]] in these types of games; an example of this is playing engineers or medics in [[Team Fortress 2]]. |
==== with [[Cosmetic Game Items]] ==== | ==== with [[Cosmetic Game Items]] ==== |
Revision as of 19:18, 10 August 2011
Gameplay where responsibility for different types of game actions can be divided between participants.
This pattern is a still a stub.
Contents
Examples
Class-based Tabletop Roleplaying Games such as Dungeons & Dragons
weapons
Using the pattern
Functional Roles
Can Be Instantiated By
Companions, Equipment Slots, Parties, Role Selection, Sidegrades, Skills, Tools, Weapons
New Abilities with Competence Areas and Teams
Privileged Abilities with Competence Areas and Teams
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Novice players can ease into a game when Functional Roles require different levels of expertise in Teams, so the pattern can support Smooth Learning Curves in these types of games; an example of this is playing engineers or medics in Team Fortress 2.
with Cosmetic Game Items
with Internal Rivalry
Can Modulate
Internal Rivalry, Multiplayer Games, Teams
Relations
Can Instantiate
with Teams
with Cosmetic Game Items
with Internal Rivalry
Can Modulate
Internal Rivalry, Multiplayer Games, Teams
Can Be Instantiated By
Companions, Equipment Slots, Parties, Role Selection, Sidegrades, Skills, Tools, Weapons
New Abilities with Competence Areas and Teams
Privileged Abilities with Competence Areas and Teams
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki. However, it was first introduced as a concept to support socially adaptable games by Björk et al (2004)[1].
References
- ↑ Björk, S., Eriksson, D., Holopainen, J. & Peitz, J. (2004). Guidelines for Socially Adaptable Games, Deliverable D9.1 of the EU project "Integrated Project on Pervasive Gaming" (FP6 - 004457).