Reserves

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

This pattern is a still a stub.

Examples

Anti-Examples

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Using the pattern

Reserves are used in games with Teams to make it possible to vary the Agents or Characters that are active in the Teams. There are typically to two reasons why this might be considered. One is that the Agents or Characters have Asymmetric Abilities and one wants to be able to configure so the ones playing have the best skills for any particular situation. The other is that the game requires Physical Enactment or Player Physical Prowess and the team members do need to rest due to the tempo of the game. A secondary cause in the case of games that require Player Physical Prowess is to smoothen out Performance Uncertainty due to the exhaustion of team members.

In games where Characters are Reserves in Teams, it is typically players that choose which Characters should be in these Reserves. Players may be able to select themselves to be in the Reserves when they constitute the Teams but an alternative is to let Coaches do this.

Consequences

Being in the Reserves cause downtime for players. It also allows them to engage in Tactical Planning but even in games where the Teams are made up of Characters can Tactical Planning be a result of Reserves. This since the players choosing which Characters to use do Tactical Planning regarding this.

Relations

Can Instantiate

Downtime, Tactical Planning

Can Modulate

Teams

Performance Uncertainty in games with Player Physical Prowess

Agents, Characters, Physical Enactment, and Player Physical Prowess in games with Teams

Can Be Instantiated By

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Can Be Modulated By

Asymmetric Abilities, Coaches

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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