Difference between revisions of "Team Accomplishments"

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[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Aesthetical_Patterns]]
 
[[Category:Needs work]]
 
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
[[Category:Needs examples]]
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[[Category:Needs references]]
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[[Category:Aesthetic Patterns]]
  
 
''The fulfilment experienced when being part of and accomplishing something as a group''
 
''The fulfilment experienced when being part of and accomplishing something as a group''
  
Short paragraph giving the description of the pattern while not referring to any other patterns.
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Winning a game or reach specific goals in games are often experienced by players as accomplishments. [[Team Accomplishments]] are the special cases of this when players feel that they together with other players have succeeded in something that all players experience as an accomplishment. Since working together can require skills, this can in itself become an accomplishment so [[Team Accomplishments]] can also be simply managing to work together towards a game goal without actually succeeding, or even just identifying how one could work together.
  
 
=== Examples ===
 
=== Examples ===
Some examples, preferably from different genres and with links to wiki pages of the games.
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Examples of [[Team Accomplishments]] typically come from cooperative games, such as [[Battlestar Galactica: The Board Game]], the [[Left 4 Dead series]], [[Pandemic]], and [[Yggdrasil]]. Winning a game instance of any of these games is a clear example of [[Team Accomplishments]] but many sub goals such as handling a crisis in [[Battlestar Galactica: The Board Game]] or completing a level or campaign in the [[Left 4 Dead series]] also qualify.
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Many [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], e.g. [[Call of Cthulhu]] and [[Dungeons & Dragons]] put players in positions where they need to work together to succeed with tasks or even just survive. Handling these, and especially making use of the different skill sets the players' characters have, are examples of [[Team Accomplishments]].
  
 
== Using the pattern ==
 
== Using the pattern ==
 
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[[Team Accomplishments]] require that several players together can act so they reach an accomplishment that they feel they share. This makes the use of [[Multiplayer Games]] a necessity for [[Team Accomplishments]], and the players are often grouped together in [[Guilds]], [[Parties]], or [[Teams]] to have [[Mutual Goals]]. However, they can also just be given [[Mutual Goals]] explicitly or implicitly (in the latter case for example by having a common threat through [[PvE]] gameplay). While the common accomplishment can often be expressed as a goal within the game it can also be the successful execution of [[Collaborative Actions]], and more specifically [[Team Combos]], even if these do not lead to the fulfillment of explicit game goals. Likewise, [[Team Strategy Identification]] can be [[Team Accomplishments]] even if the strategy does not work or is even put into action, and a complete failure can be seen as a [[Team Accomplishments|Team Accomplishment]] if the failure lead to [[Mutual FUBAR Enjoyment]].
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.  
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The sub headings below should be added if feasible.
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=== Diegetic Aspects ===
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Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns
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=== Interface Aspects ===
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Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns
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=== Narrative Aspects ===
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Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns
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== Consequences ==
 
== Consequences ==
 
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Reaching [[Team Accomplishments]] can give [[Social Rewards]] to all those involved.
What effects a patterns has on a design.
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== Relations ==
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]
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[[Social Rewards]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
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[[Collaborative Actions]],  
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[[Mutual FUBAR Enjoyment]],
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[[Mutual Goals]],
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[[Team Combos]],
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[[Team Strategy Identification]]
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[[Guilds]], [[Parties]], [[PvE]], or [[Teams]] together with [[Multiplayer Games]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
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=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
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== History ==
 
== History ==
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:
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A pattern first identified in ''Exploring Aesthetical Gameplay Design Patterns – Camaraderie in Four Games''<ref name="Bergström"/>.
<pre>
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A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
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</pre>
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== References ==
 
== References ==
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).
 
<pre>
 
 
<references>
 
<references>
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref>
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<ref name="Bergström">Bergström, K., Björk, S. & Lundgren, S. (2010). Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games. Paper presentation at Mindtrek 2010. Tampere, Finland.</ref>
 
</references>
 
</references>
</pre>
 
  
 
== Acknowledgments ==
 
== Acknowledgments ==
Place to acknowledge people that have provided examples and insights but not directly worked on the description.
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Latest revision as of 20:49, 31 July 2015


The fulfilment experienced when being part of and accomplishing something as a group

Winning a game or reach specific goals in games are often experienced by players as accomplishments. Team Accomplishments are the special cases of this when players feel that they together with other players have succeeded in something that all players experience as an accomplishment. Since working together can require skills, this can in itself become an accomplishment so Team Accomplishments can also be simply managing to work together towards a game goal without actually succeeding, or even just identifying how one could work together.

Examples

Examples of Team Accomplishments typically come from cooperative games, such as Battlestar Galactica: The Board Game, the Left 4 Dead series, Pandemic, and Yggdrasil. Winning a game instance of any of these games is a clear example of Team Accomplishments but many sub goals such as handling a crisis in Battlestar Galactica: The Board Game or completing a level or campaign in the Left 4 Dead series also qualify.

Many Tabletop Roleplaying Games, e.g. Call of Cthulhu and Dungeons & Dragons put players in positions where they need to work together to succeed with tasks or even just survive. Handling these, and especially making use of the different skill sets the players' characters have, are examples of Team Accomplishments.

Using the pattern

Team Accomplishments require that several players together can act so they reach an accomplishment that they feel they share. This makes the use of Multiplayer Games a necessity for Team Accomplishments, and the players are often grouped together in Guilds, Parties, or Teams to have Mutual Goals. However, they can also just be given Mutual Goals explicitly or implicitly (in the latter case for example by having a common threat through PvE gameplay). While the common accomplishment can often be expressed as a goal within the game it can also be the successful execution of Collaborative Actions, and more specifically Team Combos, even if these do not lead to the fulfillment of explicit game goals. Likewise, Team Strategy Identification can be Team Accomplishments even if the strategy does not work or is even put into action, and a complete failure can be seen as a Team Accomplishment if the failure lead to Mutual FUBAR Enjoyment.

Consequences

Reaching Team Accomplishments can give Social Rewards to all those involved.

Relations

Can Instantiate

Social Rewards

Can Modulate

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Can Be Instantiated By

Collaborative Actions, Mutual FUBAR Enjoyment, Mutual Goals, Team Combos, Team Strategy Identification

Guilds, Parties, PvE, or Teams together with Multiplayer Games

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

A pattern first identified in Exploring Aesthetical Gameplay Design Patterns – Camaraderie in Four Games[1].

References

  1. Bergström, K., Björk, S. & Lundgren, S. (2010). Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games. Paper presentation at Mindtrek 2010. Tampere, Finland.

Acknowledgments

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