Difference between revisions of "PvE"
(→Using the pattern) |
|||
Line 19: | Line 19: | ||
== Using the pattern == | == Using the pattern == | ||
− | + | [[PvE]] can easily be created by introducing [[Enemies]] controlled by the game system that engage players in [[Combat]] or other types of [[Conflicts]]. Less direct approaches to creating [[PvE]] include [[Traps]] and hostile [[Environmental Effects]] but also [[Puzzle Solving]] based on the gameplay environment. Although [[Dedicated Game Facilitators]] are not necessary for this patterns to give rise to [[PvE]] gameplay, using them can adapt them to fit the current gameplay context as well as create other types of [[PvE]] simply by the setup of game elements. | |
− | + | ||
− | [[Enemies]] | + | |
− | [[Combat]] | + | |
− | [[Conflicts]] | + | |
− | + | ||
− | [[ | + | |
− | + | ||
− | [[Traps]] | + | |
− | [[Environmental Effects]] | + | |
− | [[Puzzle Solving]] | + | |
[[PvE]] and [[PvP]] gameplay is not in opposition to each other, but most games are skewed towards one or the other. Due to this, one can consider the patterns as being able to modulate each other through introducing elements of the other pattern. [[Battlestar Galactica: The Board Game]] and [[Shadows over Camelot]] are examples of games with mainly [[PvE]] gameplay but with some [[PvP]] aspects. | [[PvE]] and [[PvP]] gameplay is not in opposition to each other, but most games are skewed towards one or the other. Due to this, one can consider the patterns as being able to modulate each other through introducing elements of the other pattern. [[Battlestar Galactica: The Board Game]] and [[Shadows over Camelot]] are examples of games with mainly [[PvE]] gameplay but with some [[PvP]] aspects. | ||
=== Narrative Aspects === | === Narrative Aspects === | ||
+ | [[Predefined Story Structures]] often have [[Enemies]] are part of the structures, and this makes games with that pattern often support [[PvE]]. | ||
== Consequences == | == Consequences == |
Revision as of 13:26, 11 October 2011
Gameplay where the game system provides the challenge rather than other players.
Games needs challenges. While many games create challenges by making players compete against each other in various forms, other do so by having the game itself create opposition to the players' intentions. This second form was given the name PvE (for "Player versus Environment") by players in massively multiplayer online games to distinguish it from the first one (PvP, or "Player versus Player"). Note that the two types of challenges are not mutually incompatible and players may simultaneously have both types of challenges.
Contents
Examples
What games have PvE gameplay depend on what requirements on puts on the game to have an "environment". Taking an inclusive view, Jigsaw Puzzles and Solitaire are games that retroactively can be considered PvE since they are single-player games and logically the challenge in them must come from the game design. Collaborative Category:Board Games such as Arkham Horror, Battlestar Galactica: The Board Game, Ghost Stories, Lord of the Rings, Pandemic, and Shadows over Camelot also have PvE as the core gameplay although some include small elements of player conflicts (this is supported in Arkham Horror, Lord of the Rings, and Pandemic by game expansions).
Judging that Computer Games is often quite easy and many of these games have PvE gameplay. To mention just a few, PvE can be found in the Asteroids, Centipede, and Plants vs. Zombies, and the Doom, Fallout, Pik-Min and Super Mario series. Examples of games that mixed PvE and PvP heavily include Defense of the Ancients, Ultima Online, World of Warcraft and the Board Game Republic of Rome.
The web site GiantBomb as a page[1] dedicated to the concept of PvE.
Using the pattern
PvE can easily be created by introducing Enemies controlled by the game system that engage players in Combat or other types of Conflicts. Less direct approaches to creating PvE include Traps and hostile Environmental Effects but also Puzzle Solving based on the gameplay environment. Although Dedicated Game Facilitators are not necessary for this patterns to give rise to PvE gameplay, using them can adapt them to fit the current gameplay context as well as create other types of PvE simply by the setup of game elements.
PvE and PvP gameplay is not in opposition to each other, but most games are skewed towards one or the other. Due to this, one can consider the patterns as being able to modulate each other through introducing elements of the other pattern. Battlestar Galactica: The Board Game and Shadows over Camelot are examples of games with mainly PvE gameplay but with some PvP aspects.
Narrative Aspects
Predefined Story Structures often have Enemies are part of the structures, and this makes games with that pattern often support PvE.
Consequences
PvE is one of the basic ways of providing challenges in both Single-Player and Multiplayer Games. Regardless of type of game, it can provide the motivation for Cooperation since the players have common Enemies and may postpone any eventual conflicts they have to handle this challenge first.
Relations
Can Instantiate
Can Modulate
Multiplayer Games, PvP, Single-Player Games
Can Be Instantiated By
Combat, Conflicts, Dedicated Game Facilitators, Enemies, Environmental Effects, Puzzle Solving, Traps
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki.
References
Acknowledgements
-