Difference between revisions of "Symbiotic Player Relations"
From gdp3
(Created page with "Category:Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:Needs references Category:Patterns created on the Wiki [[Ca...") |
|||
Line 6: | Line 6: | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
[[Category:Stub]] | [[Category:Stub]] | ||
− | '' | + | ''Gameplay relations between players that make successes and failure of one player affect another similarly, and vice versa.'' |
− | |||
Line 15: | Line 14: | ||
=== Examples === | === Examples === | ||
− | [[So Long Sucker | + | [[So Long Sucker]] |
[[Left 4 Dead]] | [[Left 4 Dead]] |
Revision as of 08:44, 20 January 2012
Gameplay relations between players that make successes and failure of one player affect another similarly, and vice versa.
Note that Symbiotic Player Relations does not imply that players always have to collaborate or that this may be the most efficient gameplay strategy or tactic. While symbiosis may be necessary (or obligated), it can also be facultative so that partners in the relationship benefit from it but can exist without it[1].
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki. The initial idea of the pattern came from Niklas Kärrstrand (as codependency; this name in not used to avoid confusion since codependency has another meaning within psychiatry).
References
Acknowledgements
Niklas Kärrstrand, Jonas Linderoth