Parties

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This pattern is a still a stub.

Examples

Parties first emerged in Category:Tabletop Roleplaying Games such as Dungeons & Dragons and the Basic Role-Playing system. While Parties simply represented the characters of the players currently playing the structure of the games made it advantageous that characters' had diverse skill sets, e.g. complementing combat-oriented characters with those that could heal or find social solutions to problems. The third edition of Warhammer Fantasy Roleplay introduced game mechanics specifically oriented to Parties: the players have to collectively choose which type of party they are with the associated advantages and disadvantages this has. GURPS provides some possibilities for players to get party-specific advantages (e.g. the "Teamwork" perk).

Like most other features, Parties continued to be used in Computer-based Roleplaying Games such as the Ultima series, the Fallout series, and the Dragon Age series. In these single-player games the players create Parties with non-player characters, and may have to choose between which ones to have in the group. In contrast, players of World of Warcraft need to organize themselves in "raid" groups of appropriate sizes to complete the "instances" provided by the game. In this game concepts such as "tank", "healer", "crowd controller", and "damage dealer" have flourished as players have developed combat strategies. These have in turn influenced the fourth edition of Dungeons & Dragons, which uses functional descriptions such as "leader", "controller", "striker", and "defender".

The X-Com series shows

Using the pattern

Parties usually assume at least three members, so for example Torchlight - where players always have a pet companion - does not qualify as using the pattern.

Limited Resources

Characters Companions Player Characters

Can Modulate

Loot

Can Be Instantiated By

Characters

Can Be Modulated By

Inventories, Limited Resources

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Having a maximum number of members in Parties make them into a form of Limited Resources. Games such as the Fallout series and the Dragon Age series use this to force players to make Tradeoffs between which Companions to have in their Parties.

with Multiplayer Games

Actions Have Diegetically Social Consequences

Can Be Modulated By

Actions Have Diegetically Social Consequences in games with Companions (add this to Companions as well)

Can Instantiate

Functional Roles, Internal Rivalry, Loyalty, Parallel Lives, Team Combos, Teams, Togetherness

with Loot

Player-Decided Distribution of Rewards & Penalties

Relations

Can Instantiate

Functional Roles, Internal Rivalry, Loyalty, Parallel Lives, Team Combos, Teams, Togetherness

with Limited Resources

Tradeoffs

with Loot

Player-Decided Distribution of Rewards & Penalties

with Multiplayer Games

Actions Have Diegetically Social Consequences

Can Modulate

Loot

Can Be Instantiated By

Characters

Can Be Modulated By

Inventories, Limited Resources

Actions Have Diegetically Social Consequences in games with Companions

Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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