Social Skills
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
That a game is a Multiplayer Game is a necessary but not sufficient requirement for Social Skills to be present in a game design. The presence of Alliances, Guilds, Parties, Social Organizations, or Teams in Multiplayer Games makes Social Skills very likely to appear although not always for influencing gameplay.
Many gameplay activities in games rely on Social Skills. Cooperation or Coordination are generic activities that do so, even if players may not be performing purely social actions to display Social Skills but can do so only by playing competently. Some, e.g. Bluffing, Guilting, require Social Skills while players may have advantages in others, e.g. Betting, Bidding, Trading and being Coaches, if they have good Social Skills, and displays of them are therefore likely to occur in these activities as well. Both Enactment and Roleplaying can be done in Single-Player Games, but performing them in Multiplayer Games typically requires Social Skills. Games with Social Roles often rely on Social Skills but negotiating which players should have which role can require Social Skills as well.
Consequences
The requirement of Social Skills in a game can both be a source of Tension for players and be an area of expertise in which one can show Game Mastery.
Relations
cbmb
cbib Diegetic Social Maintenance Diegetic Social Norms
Can Instantiate
Can Modulate
-
Can Be Instantiated By
Betting, Bidding, Bluffing, Coaches, Cooperation, Coordination, Diegetic Social Maintenance, Diegetic Social Norms, Enactment, Guilting, Multiplayer Games, Roleplaying, Social Roles, Trading
Alliances, Guilds, Parties, Social Organizations, or Teams together with Multiplayer Games
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki.
References
-
Acknowledgements
-