Difference between revisions of "Team Combos"

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=== Examples ===
 
=== Examples ===
  
[[Left 4 Dead series]]
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Playing survivors in the [[Left 4 Dead series]] typically require some coordination that can be perceived as [[Team Combos]], e.g. one player covering another which is healing a third or one player making a ''Tank'' infected follow him or her while the others attack it. However, playing infected against teams of humans requires more coordination to make full use of the special abilities available, e.g. the damaging spit that ''spitters'' can place is easily avoided by a survivor unless he is held in place by an attack from a ''charger'' or ''hunter''.
  
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The various classes in [[Team Fortress 2]] are built to support each other, e.g. medics can make another player invulnerable with an ''ÜberCharge'' after some preparation and the duo can then perform tasks otherwise impossible. Besides the gameplay advantages this provides, the game promotes people to try and make these [[Team Combos]] by providing achievements. Examples of such achievement range from one that require rather little coordination, e.g. ''Blast Assist''  awarded if ''ÜberCharging'' a Soldier that kills 5 enemies), to those requiring mass coordination, e.g. ''Group Health'' (deploying ''ÜberCharges'' simultaneously with two other Medics).
  
[[Team Fortress series]]
 
  
 
== Using the pattern ==
 
== Using the pattern ==

Revision as of 20:53, 16 March 2011

Sets of actions performed by several different players that trigger additional effects than those that occur due to the individual actions.

By synchronizing their activities in games players can often manage to affect game states in ways they would not be able to do individually. These activities are called Team Combos since they either were coordinated by actual teams or can be perceived by others as if they were working as a team.

Examples

Playing survivors in the Left 4 Dead series typically require some coordination that can be perceived as Team Combos, e.g. one player covering another which is healing a third or one player making a Tank infected follow him or her while the others attack it. However, playing infected against teams of humans requires more coordination to make full use of the special abilities available, e.g. the damaging spit that spitters can place is easily avoided by a survivor unless he is held in place by an attack from a charger or hunter.

The various classes in Team Fortress 2 are built to support each other, e.g. medics can make another player invulnerable with an ÜberCharge after some preparation and the duo can then perform tasks otherwise impossible. Besides the gameplay advantages this provides, the game promotes people to try and make these Team Combos by providing achievements. Examples of such achievement range from one that require rather little coordination, e.g. Blast Assist awarded if ÜberCharging a Soldier that kills 5 enemies), to those requiring mass coordination, e.g. Group Health (deploying ÜberCharges simultaneously with two other Medics).


Using the pattern

Timing

Teams

Goal Achievements

Avatars (← links) Units (← links) Combos (← links) Non-Player Characters (← links) Characters (← links) AI Players (← links) Multiplayer Games (← links) Single-Player Games (← links) Collaborative Actions (← links) Mini-maps]] Team Strategy Identification

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Combos

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern from working on the aesthetic ideal of Camaraderie.

References

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Acknowledgments

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