Difference between revisions of "Neighbors"

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[[Visits]]
 
[[Visits]]
  
=== Diegetic Aspects ===
+
[[Unlocking]]
 +
[[Helplessness]]
  
=== Interface Aspects ===
+
[[Purchasable Game Advantages]]
  
=== Narrative Aspects ===
+
=== Interface Aspects ===
 +
Inviting and accepting [[Neighbors|Neighbor]] requests are typically handled through [[HUD Interfaces]] or [[Secondary Interface Screens]].
  
 
== Consequences ==
 
== Consequences ==
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[[Social Interaction]],  
 
[[Social Interaction]],  
 
[[Uncommitted Alliances]]
 
[[Uncommitted Alliances]]
 +
[[Unlocking]]
  
 
== Relations ==
 
== Relations ==
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[[Resources]],  
 
[[Resources]],  
 
[[Social Interaction]],  
 
[[Social Interaction]],  
[[Uncommitted Alliances]]
+
[[Uncommitted Alliances]],
 +
[[Unlocking]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 
[[Altruistic Actions]],  
 
[[Altruistic Actions]],  
 
[[Combat]],  
 
[[Combat]],  
 +
[[Helplessness]],
 
[[Massively Single-Player Online Games]],  
 
[[Massively Single-Player Online Games]],  
 
[[Private Game Spaces]],  
 
[[Private Game Spaces]],  
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Purchasable Game Advantages]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 20:45, 4 June 2011

Other players acknowledged as being allowed to affect ones gameplay.

Online games that are not directly played as multiplayer games can allow a limited form of interaction by letting players have restricted access to what actions that can do to each other, most often provide help through small pieces of aid. To let players control which other players can do this, one design solution is to let them acknowledge each other as Neighbors.

Examples

Using Neighbors is a common feature in many of the most popular games based on Facebook. Mafia Wars, FarmVille, CityVille, and Empires & Allies make use of Neighbors as a gameplay mechanic and so does Ravenwood Fair and Zombie Lane.

Using the pattern

Altruistic Actions, Combat, Massively Single-Player Online Games, Private Game Spaces, Trading, Visits

Unlocking Helplessness

Purchasable Game Advantages

Interface Aspects

Inviting and accepting Neighbor requests are typically handled through HUD Interfaces or Secondary Interface Screens.

Consequences

Resources, Social Interaction, Uncommitted Alliances Unlocking

Relations

Can Instantiate

Resources, Social Interaction, Uncommitted Alliances, Unlocking

Can Modulate

Altruistic Actions, Combat, Helplessness, Massively Single-Player Online Games, Private Game Spaces, Trading, Visits

Can Be Instantiated By

-

Can Be Modulated By

Purchasable Game Advantages

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-