Difference between revisions of "Social Skills"

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(Using the pattern)
(Can Be Instantiated By)
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Alliances]],
 
 
[[Betting]],  
 
[[Betting]],  
 
[[Bidding]],  
 
[[Bidding]],  
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[[Coordination]],  
 
[[Coordination]],  
 
[[Enactment]],  
 
[[Enactment]],  
[[Guilds]],
 
 
[[Guilting]],  
 
[[Guilting]],  
 
[[Multiplayer Games]],  
 
[[Multiplayer Games]],  
 
[[Roleplaying]],  
 
[[Roleplaying]],  
[[Social Organizations]],
 
 
[[Social Roles]],  
 
[[Social Roles]],  
[[Teams]],
 
 
[[Trading]]
 
[[Trading]]
  
[[Parties]] together with [[Multiplayer Games]]
+
[[Alliances]], [[Guilds]], [[Parties]], [[Social Organizations]], or [[Teams]] together with [[Multiplayer Games]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 14:20, 3 November 2014

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

This pattern is a still a stub.

Examples

Using the pattern

That a game is a Multiplayer Game is a necessary but not sufficient requirement for Social Skills to be present in a game design.

Many activities in games rely on Social Skills. Some, e.g. Bluffing, Guilting, require Social Skills while players may have advantages in others, e.g. Betting, Bidding, Trading and being Coaches, if they have good Social Skills, and displays of them are therefore likely to occur in these activities as well. Both Enactment and Roleplaying can be done in Single-Player Games, but performing them in Multiplayer Games typically requires Social Skills. Games with Social Roles often rely on Social Skills but negotiating which players should have which role can require Social Skills as well.

Can Be Instantiated By

Alliances, Cooperation, Coordination, Guilds, Social Organizations, Teams,

Parties together with Multiplayer Games

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

The requirement of Social Skills in a game can both be a source of Tension for players and be an area of expertise in which one can show Game Mastery.

Relations

Can Instantiate

Game Mastery, Tension

Can Modulate

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Can Be Instantiated By

Betting, Bidding, Bluffing, Coaches, Cooperation, Coordination, Enactment, Guilting, Multiplayer Games, Roleplaying, Social Roles, Trading

Alliances, Guilds, Parties, Social Organizations, or Teams together with Multiplayer Games

Can Be Modulated By

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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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