Friend Lists

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Revision as of 10:43, 13 July 2015 by Staffan Björk (Talk | contribs) (Consequences)

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

This pattern is a still a stub.

Examples

Anti-Examples

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Using the pattern

Can Modulate

Chat Channels, Communication Channels, Game Lobbies, Global High Score Lists, Meta Servers, Multiplayer Games, Public Player Statistics


Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Friend Lists help games have Social Adaptability in that they have a larger Freedom of Choice in selecting what type of gameplay experience they will have (based on the assumption that they know how their friends play). This can let players increase their chances of having Togetherness through playing with others that they already have Mutual Experiences with. They are also possible to create new Mutual Experiences since they already have established relationships with those they are playing with and can easily contact each other after the game instance.

Quite naturally, Friend Lists work against anonymity in games. This means that Enforced Player Anonymity, Player Anonymity, and Possibility of Anonymity are all problematic to use together with Friend Lists. As a consequence of this, Friend Lists also make it more difficult for players to have Actor Detachment.

Relations

Can Instantiate

Freedom of Choice, Social Adaptability, Togetherness

Can Modulate

Chat Channels, Communication Channels, Game Lobbies, Global High Score Lists, Meta Servers, Multiplayer Games, Public Player Statistics

Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Actor Detachment, Enforced Player Anonymity, Player Anonymity, Possibility of Anonymity

History

New pattern created in this wiki.

References

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Acknowledgements

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