Functional Roles

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Revision as of 19:58, 10 August 2011 by Staffan Björk (Talk | contribs) (Relations)

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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

Supporting Functional Roles requires both vary that entities can or need to specialize into different roles, and that several entities exist to fill these roles.


Can Be Instantiated By

Companions, Parties,

Equipment Slots, 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 Teams, so the pattern can support Smooth Learning Curves in these types of games; an example of this is playing engineers or medics in Team Fortress 2.

In Multiplayer Games, Functional Roles let players have Varied Gameplay and thereby provides Replayability in that players can have different gameplay experiences by testing different roles. When roles are limited, this can lead to Internal Rivalry between the players - especially in games with persistent social organizations such as Guilds.

with Cosmetic Game Items

Coordination

with Internal Rivalry

Role Reversal

Can Modulate

Relations

Can Instantiate

-

with Teams

Smooth Learning Curves

with Cosmetic Game Items

Coordination

with Internal Rivalry

Role Reversal

with Multiplayer Games

Internal Rivalry, Replayability, Varied Gameplay

Can Modulate

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