Difference between revisions of "Teams"
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[[Team Combos]], [[Team Strategy Identification]] | [[Team Combos]], [[Team Strategy Identification]] | ||
− | ==== with [[Character Development]] or [[Gameplay Mastery]] ==== | + | ==== with [[Character Development]], [[Characteristics]], or [[Gameplay Mastery]] ==== |
[[Team Development]] | [[Team Development]] | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Characteristics]], | ||
[[Early Leaving Players]], | [[Early Leaving Players]], | ||
[[Late Arriving Players]], | [[Late Arriving Players]], |
Revision as of 08:16, 1 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
- 1 Examples
- 2 Using the pattern
- 3 Consequences
- 4 Relations
- 4.1 Can Instantiate
- 4.1.1 with Coordination or Flanking Routes
- 4.1.2 with Characters and Orthogonal Differentiation
- 4.1.3 with Character Development, Characteristics, or Gameplay Mastery
- 4.1.4 with Eliminate
- 4.1.5 with Mini-maps
- 4.1.6 with Multiplayer Games
- 4.1.7 with Multiplayer Games and FUBAR Enjoyment
- 4.1.8 with Privileged Abilities or Skills
- 4.1.9 with Privileged Abilities
- 4.2 Can Modulate
- 4.3 Can Be Instantiated By
- 4.4 Can Be Modulated By
- 4.5 Possible Closure Effects
- 4.6 Potentially Conflicting With
- 4.1 Can Instantiate
- 5 History
- 6 References
- 7 Acknowledgements
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 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 Territories Inaccessible Areas Controllers Thematic Consistency Strategic Knowledge Choke Points Sniper Locations Arenas Improved Abilities New Abilities Player Killing 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
Abstract Player Constructs, Togetherness
with Coordination or Flanking Routes
with Characters and Orthogonal Differentiation
Team Combos, Team Strategy Identification
with Character Development, Characteristics, or Gameplay Mastery
with Eliminate
with Mini-maps
Coordination, Team Combos, Team Strategy Identification
with Multiplayer Games
Team Accomplishments, Team Strategy Identification
with Multiplayer Games and FUBAR Enjoyment
with Privileged Abilities or Skills
with Privileged Abilities
Coordination, Game-Based Social Statuses
Can Modulate
Avatars, Characters, Multiplayer Games
Can Be Instantiated By
-
Can Be Modulated By
Characteristics, Early Leaving Players, Late Arriving Players, Mini-maps, Privileged Abilities, Reserves, Team Combos, Team Balance, Team Elimination, TvT
Game Lobbies in games that have Mediated Gameplay
Possible Closure Effects
-
Potentially Conflicting With
Team Balance in games with Privileged Abilities
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
-