Difference between revisions of "Teams"
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[[Strategic Knowledge]] | [[Strategic Knowledge]] | ||
[[Choke Points]] | [[Choke Points]] | ||
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[[Sniper Locations]] | [[Sniper Locations]] | ||
[[Arenas]] | [[Arenas]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Togetherness]] | [[Togetherness]] | ||
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==== with [[Coordination]] or [[Flanking Routes]] ==== | ==== with [[Coordination]] or [[Flanking Routes]] ==== | ||
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==== with [[Multiplayer Games]] and [[FUBAR Enjoyment]] ==== | ==== with [[Multiplayer Games]] and [[FUBAR Enjoyment]] ==== | ||
[[Mutual FUBAR Enjoyment]] | [[Mutual FUBAR Enjoyment]] | ||
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+ | ==== with [[Multiplayer Games]] and either [[Privileged Abilities]] or [[Skills]] ==== | ||
+ | [[Team Combos]] | ||
=== Can Modulate === | === Can Modulate === |
Revision as of 08:29, 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 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 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 Coordination or Flanking Routes
with Characters and Orthogonal Differentiation
Team Combos, Team Strategy Identification
with Mini-maps
Coordination, Team Combos, Team Strategy Identification
with Multiplayer Games
Team Accomplishments, Team Strategy Identification
with Multiplayer Games and FUBAR Enjoyment
with Multiplayer Games and either Privileged Abilities or Skills
Can Modulate
Avatars, Characters, Multiplayer Games
Can Be Instantiated By
-
Can Be Modulated By
Mini-maps, Reserves, Team Combos, TvT
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
-