Difference between revisions of "Functional Roles"

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(Relations)
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== Consequences ==
 
== Consequences ==
=== Can Instantiate ===
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Novice players can ease into a game when [[Functional Roles]] require different levels of expertise in [[Multiplayer Games]], so the pattern can support [[Smooth Learning Curves]] in these types of games.
[[Smooth Learning Curves]]
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==== with [[Cosmetic Game Items]] ====
 
==== with [[Cosmetic Game Items]] ====
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== Relations ==
 
== Relations ==
 +
=== Can Instantiate ===
  
 
+
==== with [[Multiplayer Games]] ====
Novice players can ease into a game when [[Functional Roles]] require different levels of expertise in [[Multiplayer Games]], so the pattern can support [[Smooth Learning Curves]] in these types of games.
+
[[Smooth Learning Curves]]
  
 
==== with [[Cosmetic Game Items]] ====
 
==== with [[Cosmetic Game Items]] ====

Revision as of 19:13, 10 August 2011

Gameplay where responsibility for different types of game actions can be divided between participants.

This pattern is a still a stub.

Examples

Soccer

Ice Hockey

Class-based Tabletop Roleplaying Games such as Dungeons & Dragons

World of Warcraft

Team Fortress series

Battlefield series

weapons

Left 4 Dead series


Using the pattern

Functional Roles


Can Be Instantiated By

Companions, Equipment Slots, Parties, Role Selection, Sidegrades, Skills, Tools, Weapons

New Abilities with Competence Areas and Teams

Privileged Abilities with Competence Areas and Teams

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Novice players can ease into a game when Functional Roles require different levels of expertise in Multiplayer Games, so the pattern can support Smooth Learning Curves in these types of games.

with Cosmetic Game Items

Coordination

with Internal Rivalry

Role Reversal

Can Modulate

Internal Rivalry, Multiplayer Games, Teams

Relations

Can Instantiate

with Multiplayer Games

Smooth Learning Curves

with Cosmetic Game Items

Coordination

with Internal Rivalry

Role Reversal

Can Modulate

Internal Rivalry, Multiplayer Games, Teams

Can Be Instantiated By

Companions, Equipment Slots, Parties, Role Selection, Sidegrades, Skills, Tools, Weapons

New Abilities with Competence Areas and Teams

Privileged Abilities with Competence Areas and Teams

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki. However, it was first introduced as a concept to support socially adaptable games by Björk et al (2004)[1].

References

  1. Björk, S., Eriksson, D., Holopainen, J. & Peitz, J. (2004). Guidelines for Socially Adaptable Games, Deliverable D9.1 of the EU project "Integrated Project on Pervasive Gaming" (FP6 - 004457).

Acknowledgements