Difference between revisions of "Teams"
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[[Races]] | [[Races]] | ||
[[PvP]] | [[PvP]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Abstract Player Constructs]], | [[Abstract Player Constructs]], | ||
[[Cooperation]], | [[Cooperation]], | ||
+ | [[Social Roles]], | ||
+ | [[Social Rewards]], | ||
+ | [[Symbiotic Player Relations]], | ||
[[Togetherness]] | [[Togetherness]] | ||
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==== with [[Multiplayer Games]] ==== | ==== with [[Multiplayer Games]] ==== | ||
+ | [[Social Skills]], | ||
[[Team Accomplishments]], | [[Team Accomplishments]], | ||
[[Team Strategy Identification]] | [[Team Strategy Identification]] | ||
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[[Betrayal]], | [[Betrayal]], | ||
[[Characteristics]], | [[Characteristics]], | ||
+ | [[Chat Channels]], | ||
[[Drop-In/Drop-Out]], | [[Drop-In/Drop-Out]], | ||
[[Early Leaving Players]], | [[Early Leaving Players]], |
Revision as of 15:06, 4 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 Betrayal
- 4.1.2 with Coordination or Flanking Routes
- 4.1.3 with Characters and Orthogonal Differentiation
- 4.1.4 with Character Development, Characteristics, or Gameplay Mastery
- 4.1.5 with Eliminate
- 4.1.6 with Last Man Standing
- 4.1.7 with Mini-maps
- 4.1.8 with Multiplayer Games
- 4.1.9 with Multiplayer Games and FUBAR Enjoyment
- 4.1.10 with Ninja Looting
- 4.1.11 with Privileged Abilities or Skills
- 4.1.12 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
Left 4 Dead series Space Alert Battlestar Galactica: The Board Game
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Agents Units Algorithmic Agents FUBAR Enjoyment Stimulated Planning AI Players Enemies Extra Chances Social Dilemmas Companions Enforced Agent Behavior Factions 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
Can Instantiate
Abstract Player Constructs, Cooperation, Social Roles, Social Rewards, Symbiotic Player Relations, Togetherness
with Betrayal
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 Last Man Standing
with Mini-maps
Coordination, Team Combos, Team Strategy Identification
with Multiplayer Games
Social Skills, Team Accomplishments, Team Strategy Identification
with Multiplayer Games and FUBAR Enjoyment
with Ninja Looting
with Privileged Abilities or Skills
with Privileged Abilities
Coordination, Game-Based Social Statuses
Can Modulate
Avatars, Characters, Instances, Last Man Standing, Multiplayer Games
with Reserves
Agents, Characters, Physical Enactment, Player Physical Prowess
Can Be Instantiated By
Heterogeneous Game Element Ownership, Roleplaying
Can Be Modulated By
Betrayal, Characteristics, Chat Channels, Drop-In/Drop-Out, Early Leaving Players, Internal Conflicts, Late Arriving Players, Mini-maps, Player-Planned Development, Privileged Abilities, Ragequitting, Reserves, Scores, Surrendering, Team Combos, Team Balance, Team Elimination, Team Development, 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
-