Difference between revisions of "Symbiotic Player Relations"

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[[Cooperation]]
 
[[Cooperation]]
 
[[Betrayal]]
 
[[Betrayal]]
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[[Teams]]
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[[Guilting]]
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[[Mutual Goals]]
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[[Social Interaction]]
  
  

Revision as of 08:45, 20 January 2012

Gameplay relations between players that make successes and failure of one player affect another similarly, and vice versa.


Note that Symbiotic Player Relations does not imply that players always have to collaborate or that this may be the most efficient gameplay strategy or tactic. While symbiosis may be necessary (or obligated), it can also be facultative so that partners in the relationship benefit from it but can exist without it[1].

Examples

So Long Sucker

Left 4 Dead

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Cooperation Betrayal Teams

Guilting

Mutual Goals

Social Interaction


Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki. The initial idea of the pattern came from Niklas Kärrstrand (as codependency; this name in not used to avoid confusion since codependency has another meaning within psychiatry).

References

  1. Wikipedia page for Symbiosis.


Acknowledgements

Niklas Kärrstrand, Jonas Linderoth