Game Lobbies

From gdp3
Revision as of 13:27, 14 June 2014 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

Meeting spaces for players before game instances begin.

This pattern is a still a stub.

Examples

Practically all online multiplayer games where players match up against each other make use of Game Lobbies. Examples includes Quake, Counter-Strike, and Starcraft. Similarly, the Left 4 Dead series provides Game Lobbies so that players have the possibility of matching up and avoid using bots as replacements for players. Massively Multiplayer Online Games such as World of Warcraft and Everquest allow players find each other not only to engage in team-based conflicts but also to create groups that cooperative in trying to complete localized gameplay areas.

Anti-Examples

optional

Using the pattern

Game Lobbies allow players in Multiplayer Games with Mediated Gameplay to gather before gameplay begins. This can simply be to allow enough players to be able for the game to be able to start but can also allow friends or rivals to find each other if Friend Lists are available.

Instances

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Late Arriving Players Interruptibility Freedom of Choice Difficulty Levels Back-to-Back Game Sessions Chat Channels Communication Channels Gameplay Statistics

Public Player Statistics Handles

Relations

Can Instantiate

Back-to-Back Game Sessions, Difficulty Levels, Freedom of Choice

Can Modulate

Instances Interruptibility, Late Arriving Players

Multiplayer Games that have Mediated Gameplay

Can Be Instantiated By

-

Can Be Modulated By

Chat Channels, Communication Channels, Friend Lists, Gameplay Statistics, Handles, Public Player Statistics

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements