Difference between revisions of "Teams"

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(Relations)
(Relations)
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[[Strategic Knowledge]]
 
[[Strategic Knowledge]]
 
[[Choke Points]]
 
[[Choke Points]]
[[Sniper Locations]]
 
[[Arenas]]
 
[[Improved Abilities]]
 
[[New Abilities]]
 
[[Player Killing]]
 
[[Friendly Fire]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Team Combos]], [[Team Strategy Identification]]
 
[[Team Combos]], [[Team Strategy Identification]]
  
==== with [[Character Development]], [[Characteristics]], or [[Gameplay Mastery]] ====
+
==== with [[Character Development]], [[Characteristics]], [[Gameplay Mastery]], [[Improved Abilities]] or [[New Abilities]] ====
 
[[Team Development]]
 
[[Team Development]]
  
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==== with [[Ninja Looting]] ====
 
==== with [[Ninja Looting]] ====
 
[[Internal Conflicts]]
 
[[Internal Conflicts]]
 +
 +
==== with [[Player Killing]] ====
 +
[[Friendly Fire]]
  
 
==== with [[Privileged Abilities]] or [[Skills]] ====
 
==== with [[Privileged Abilities]] or [[Skills]] ====
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Arenas]],
 
[[Betrayal]],  
 
[[Betrayal]],  
 
[[Characteristics]],  
 
[[Characteristics]],  
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[[Early Leaving Players]],  
 
[[Early Leaving Players]],  
 
[[Focus Loci]],  
 
[[Focus Loci]],  
 +
[[Friendly Fire]],
 
[[Functional Roles]],  
 
[[Functional Roles]],  
 
[[Handles]],  
 
[[Handles]],  
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[[Late Arriving Players]],  
 
[[Late Arriving Players]],  
 
[[Mini-maps]],  
 
[[Mini-maps]],  
 +
[[Player Killing]],
 
[[Player-Planned Development]],  
 
[[Player-Planned Development]],  
 
[[Privileged Abilities]],  
 
[[Privileged Abilities]],  
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[[Reserves]],  
 
[[Reserves]],  
 
[[Scores]],  
 
[[Scores]],  
 +
[[Sniper Locations]],
 
[[Surrendering]],  
 
[[Surrendering]],  
 
[[Team Combos]],  
 
[[Team Combos]],  

Revision as of 15:33, 4 August 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Left 4 Dead series Space Alert Battlestar Galactica: The Board Game

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

to examples: Team-Based Games

Relations

Agents Units Algorithmic Agents FUBAR Enjoyment Stimulated Planning AI Players Enemies Extra Chances Social Dilemmas Companions Enforced Agent Behavior Factions Single-Player Games Goal Achievements Difficulty Levels Massively 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

Can Instantiate

Abstract Player Constructs, Cooperation, Social Roles, Social Rewards, Symbiotic Player Relations, Togetherness

with Area Control

Cooperation

with Betrayal

Complex Gameplay, Tension

with Coordination or Flanking Routes

Team Combos

with Characters and Orthogonal Differentiation

Team Combos, Team Strategy Identification

with Character Development, Characteristics, Gameplay Mastery, Improved Abilities or New Abilities

Team Development

with Eliminate

Team Elimination

with Last Man Standing or PvP

TvT

with Mini-maps

Coordination, Team Combos, Team Strategy Identification

with Functional Roles

Smooth Learning Curves

with Multiplayer Games

Social Skills, Team Accomplishments, Team Strategy Identification

with Multiplayer Games and FUBAR Enjoyment

Mutual FUBAR Enjoyment

with Ninja Looting

Internal Conflicts

with Player Killing

Friendly Fire

with Privileged Abilities or Skills

Team Combos

with Privileged Abilities

Coordination, Game-Based Social Statuses

with Individual Rewards and Races

Internal Rivalry

Can Modulate

Avatars, Characters, Conditional Passageways, Instances, Last Man Standing, Multiplayer Games, Trick Taking, PvP

with Reserves

Agents, Characters, Physical Enactment, Player Physical Prowess

Can Be Instantiated By

Heterogeneous Game Element Ownership, Parties, Roleplaying

Can Be Modulated By

Arenas, Betrayal, Characteristics, Chat Channels, Drop-In/Drop-Out, Early Leaving Players, Focus Loci, Friendly Fire, Functional Roles, Handles, Internal Conflicts, Internal Rivalry, Late Arriving Players, Mini-maps, Player Killing, Player-Planned Development, Privileged Abilities, Ragequitting, Reserves, Scores, Sniper Locations, Surrendering, Team Combos, Team Balance, Team Elimination, Team Development, TvT

Game Lobbies in games that have Mediated Gameplay

Possible Closure Effects

-

Potentially Conflicting With

Betrayal, Internal Conflicts

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-