Difference between revisions of "Symbiotic Player Relations"

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(Relations)
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== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Betrayal]], [[Cooperation]], [[Delayed Reciprocity]], [[Guilting]], [[Loyalty]], [[Social Interaction]]
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[[Altruistic Actions]], [[Betrayal]], [[Cooperation]], [[Delayed Reciprocity]], [[Guilting]], [[Loyalty]], [[Social Interaction]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Altruistic Actions]], [[Guilds]], [[Mutual Goals]], [[Social Organizations]], [[Teams]]
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[[Guilds]], [[Mutual Goals]], [[Social Organizations]], [[Teams]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 10:31, 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

Diplomacy

Prisoner's Dilemma

Battlestar Galactica: The Board Game

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Altruistic Actions, Betrayal, Cooperation, Delayed Reciprocity, Guilting, Loyalty, Social Interaction

Can Modulate

-

Can Be Instantiated By

Guilds, Mutual Goals, Social Organizations, Teams

Can Be Modulated By

Traitors

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