Difference between revisions of "PvP"

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Note: [[PvP]] began being used as a concept to describe optional gameplay in massively multiplayer online games.  
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Note: [[PvP]] began being used as a concept to describe optional gameplay in massively multiplayer online games. While this means that [[PvP]] has assumptions of being optional and being combat-related, this pattern describes the concept based only around the core definition.
 
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=== Examples ===
 
=== Examples ===
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The concept of [[PvP]] began being used to differentiate different types of [[Combat]] in [[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]]. For obvious reasons, [[PvP]] is an option for [[Multiplayer Games]] rather than [[Single-Player Games]]. It requires players to be in some type of confrontation or [[Conflicts]] against each other where [[Combat]] is the typically case. However, one could argue games with [[Races]] or where players have the option of [[Betrayal]] could be a form of [[PvP]].
 
The concept of [[PvP]] began being used to differentiate different types of [[Combat]] in [[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]]. For obvious reasons, [[PvP]] is an option for [[Multiplayer Games]] rather than [[Single-Player Games]]. It requires players to be in some type of confrontation or [[Conflicts]] against each other where [[Combat]] is the typically case. However, one could argue games with [[Races]] or where players have the option of [[Betrayal]] could be a form of [[PvP]].
  
[[Player Elimination]]
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In its use in [[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]], [[PvP]] has connotations of providing [[Optional Goals]] and causing [[Player Killing]]. However, from the description of this pattern these effects depend on the underlying patterns that determine the actual gameplay activities that create the pattern.
 
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[[Optional Goals]]
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[[PvP]] and [[PvE]] can co-exist in games although most games have gameplay tilted more toward one or the other. Even so, they can is most case be modulate by the other pattern. [[Defense of the Ancients]] and [[Republic of Rome]] are examples of games with mainly [[PvP]] gameplay but with some [[PvE]] aspects.
 
[[PvP]] and [[PvE]] can co-exist in games although most games have gameplay tilted more toward one or the other. Even so, they can is most case be modulate by the other pattern. [[Defense of the Ancients]] and [[Republic of Rome]] are examples of games with mainly [[PvP]] gameplay but with some [[PvE]] aspects.

Revision as of 07:55, 12 October 2011

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.


Note: PvP began being used as a concept to describe optional gameplay in massively multiplayer online games. While this means that PvP has assumptions of being optional and being combat-related, this pattern describes the concept based only around the core definition.

Examples

The web site GiantBomb as a page[1] dedicated to the concept of PvP.

Using the pattern

The concept of PvP began being used to differentiate different types of Combat in Massively Multiplayer Online Games. For obvious reasons, PvP is an option for Multiplayer Games rather than Single-Player Games. It requires players to be in some type of confrontation or Conflicts against each other where Combat is the typically case. However, one could argue games with Races or where players have the option of Betrayal could be a form of PvP.

In its use in Massively Multiplayer Online Games, PvP has connotations of providing Optional Goals and causing Player Killing. However, from the description of this pattern these effects depend on the underlying patterns that determine the actual gameplay activities that create the pattern.

PvP and PvE can co-exist in games although most games have gameplay tilted more toward one or the other. Even so, they can is most case be modulate by the other pattern. Defense of the Ancients and Republic of Rome are examples of games with mainly PvP gameplay but with some PvE aspects.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

While the specific actions that create PvP gameplay can have Tension, the pattern itself can be assumed to also create Tension since it pits players against each other.

Relations

Can Instantiate

Tension

Can Modulate

Multiplayer Games, PvE

Can Be Instantiated By

Betrayal, Combat, Conflicts

Can Be Modulated By

PvE

Possible Closure Effects

-

Potentially Conflicting With

Single-Player Games

History

New pattern created in this wiki.

References

  1. Page on the GiantBomb web site for PvP.

Acknowledgements

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