Difference between revisions of "Team Combos"

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[[AI Players]]
 
[[AI Players]]
 
[[Single-Player Games]]
 
[[Single-Player Games]]
[[Team Strategy Identification]]
 
  
 
[[Cooperation]]
 
[[Cooperation]]
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== Consequences ==
 
== Consequences ==
 
Rather obviously, [[Team Combos]] are a way of having [[Combos]] in games. They are also [[Collaborative Actions]] but ones that acted out with immediate effect rather than ones negotiated or ones that take a long time to have their final effect.
 
Rather obviously, [[Team Combos]] are a way of having [[Combos]] in games. They are also [[Collaborative Actions]] but ones that acted out with immediate effect rather than ones negotiated or ones that take a long time to have their final effect.
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 +
When [[Team Combos]] are neither presented explicitly to players nor obvious, realizing them can be part of [[Team Strategy Identification]]. The same goes for cases where players have a multitude of possible combinations of working together.
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Collaborative Actions]],  
 
[[Collaborative Actions]],  
[[Combos]]
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[[Combos]],
 +
[[Team Strategy Identification]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===

Revision as of 21:20, 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

Designing Team Combos have similarities to designing Combos but for temporary or permanent Teams in Multiplayer Games.

Timing


Goal Achievements

Avatars Units Non-Player Characters Characters AI Players Single-Player Games

Cooperation


Interface Aspects

Team Combos requires players to be able to engage in Coordination, and the necessary information players need to have for this can be achieved through the use of support such as Communication Channels and Mini-maps. Of course, in games with Unmediated Social Interaction this is easy to achieve.

Narrative Aspects

Consequences

Rather obviously, Team Combos are a way of having Combos in games. They are also Collaborative Actions but ones that acted out with immediate effect rather than ones negotiated or ones that take a long time to have their final effect.

When Team Combos are neither presented explicitly to players nor obvious, realizing them can be part of Team Strategy Identification. The same goes for cases where players have a multitude of possible combinations of working together.

Relations

Can Instantiate

Collaborative Actions, Combos, Team Strategy Identification

Can Modulate

Multiplayer Games, Teams

Can Be Instantiated By

Teams together with Coordination

Can Be Modulated By

Mini-maps, Communication Channels, Unmediated Social Interaction

Possible Closure Effects

Potentially Conflicting With

History

New pattern from the paper Exploring Aesthetic 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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