Difference between revisions of "Teams"
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[[Betrayal]] | [[Betrayal]] | ||
[[Cooperation]] | [[Cooperation]] | ||
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[[Agents]] | [[Agents]] | ||
[[Units]] | [[Units]] | ||
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[[Territories]] | [[Territories]] | ||
[[Inaccessible Areas]] | [[Inaccessible Areas]] | ||
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[[Controllers]] | [[Controllers]] | ||
[[Thematic Consistency]] | [[Thematic Consistency]] | ||
Line 106: | Line 104: | ||
[[Ninja Looting]] | [[Ninja Looting]] | ||
[[Physical Enactment]] | [[Physical Enactment]] | ||
− | |||
[[Complex Gameplay]] | [[Complex Gameplay]] | ||
[[Beat the Leader]] | [[Beat the Leader]] | ||
Line 120: | Line 117: | ||
==== with [[Multiplayer Games]] ==== | ==== with [[Multiplayer Games]] ==== | ||
− | [[Team Accomplishments]], [[Team Strategy Identification]] | + | [[Team Accomplishments]], |
+ | [[Team Strategy Identification]] | ||
− | + | ==== with [[Multiplayer Games]] and [[FUBAR Enjoyment]] ==== | |
− | + | [[Mutual FUBAR Enjoyment]] | |
− | ==== with [[Multiplayer Games]] and [[ | + | |
− | + | ||
==== with [[Characters]] and [[Orthogonal Differentiation]] ==== | ==== with [[Characters]] and [[Orthogonal Differentiation]] ==== |
Revision as of 08:23, 31 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Roleplaying Drop-In/Drop-Out Left 4 Dead series Space Alert Betrayal Cooperation Agents Units Algorithmic Agents Team Accomplishment FUBAR Enjoyment Battlestar Galactica: The Board Game Team Combos Stimulated Planning AI Players Enemies Extra Chances Social Dilemmas Companions Enforced Agent Behavior Factions Internal Conflicts Internal Rivalry Single-Player Games Goal Achievements Difficulty LevelsMassively Multiplayer Online Games Invites Altruistic Actions Delayed Reciprocity Collaborative Actions Guilting Safe Havens Geospatial Game Widgets Asymmetric Starting Conditions Transferable Items Abstract Player Constructs Territories Inaccessible Areas Controllers Thematic Consistency Strategic Knowledge Choke Points Flanking Routes Sniper Locations Arenas Privileged Abilities Improved Abilities New Abilities Player Killing Player Elimination Friendly Fire Spawn Points Camping Area Control Combat Health Conditional Passageways Parties Handles Focus Loci Third-Person Views Functional Roles Trick Taking Races PvP Symbiotic Player Relations Social Rewards Chat Channels Social Skills Social Roles Player Physical Prowess Instances Ninja Looting Physical Enactment Complex Gameplay Beat the Leader Surrendering Ragequitting Last Man Standing Scores Tied Results Reserves
Can Instantiate
with Multiplayer Games
Team Accomplishments, Team Strategy Identification
with Multiplayer Games and FUBAR Enjoyment
with Characters and Orthogonal Differentiation
Team Combos, Team Strategy Identification
with Mini-maps
Team Strategy Identification Coordination, Team Combos, Team Strategy Identification
Can Modulate
Avatars, Characters, Multiplayer Games
Can Be Instantiated By
-
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
-
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
-