Difference between revisions of "Team Strategy Identification"

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Revision as of 12:25, 10 December 2014

Discovering and deciding on a team strategy, often based upon using synergies.

Some games encourage or force players to work together. A part of working together is discovering how one's actions can be coordinated into supporting each other, and

This pattern is a still a stub.

Examples

Quite naturally, Team Strategy Identification occurs in games where players need to cooperate. This is given in games where players either play in teams, e.g. Soccer, Counter-Strike, and Bridge, or in those where players need to work together against the game system or game environment. Examples of games where the latter can promote Team Strategy Identification include Forbidden Island, Left 4 Dead series, Space Alert, and Yggdrasil.

Using the pattern

Can Be Instantiated By

Internal Conflicts

Characters together with Orthogonal Differentiation and Teams

Mini-maps together with Teams

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

Can Be Modulated By

AI Players

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Negotiation is a typically consequence of trying to reach Team Strategy Identification. When a strategy is successfully identified, this can be perceived as a Team Accomplishment and be Social Rewards for those active in the identification. Both identifying the strategy and being a part of that strategy can give a sense of Togetherness. A typical result of Team Strategy Identification is the discovery or planned use of Team Combos.

Relations

Can Instantiate

Negotiation, Team Accomplishment, Team Combos, Social Rewards, Togetherness

Can Modulate

-

Can Be Instantiated By

Internal Conflicts

Characters together with Orthogonal Differentiation and Teams

Mini-maps together with Teams

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

Can Be Modulated By

AI Players

Possible Closure Effects

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Potentially Conflicting With

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History

References

Acknowledgments