Difference between revisions of "Team Strategy Identification"

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[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Stub]]
 
[[Category:Stub]]
----
 
 
 
''The joy of discovering/working out group strategies, often identifying possible Synergies.''
 
''The joy of discovering/working out group strategies, often identifying possible Synergies.''
  
Short paragraph giving the description of the pattern while not referring to any other patterns.
+
This pattern is a still a stub.
  
 
=== Examples ===
 
=== Examples ===
Some examples, preferably from different genres and with links to wiki pages of the games.
 
  
 
== Using the pattern ==
 
== Using the pattern ==
 
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.
 
 
The sub headings below should be added if feasible.
 
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns
 
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns
 
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns
 
  
 
== Consequences ==
 
== Consequences ==
 
 
[[Internal Conflicts]]
 
[[Internal Conflicts]]
  
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=== Can Instantiate ===
 
=== Can Instantiate ===
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]
 
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
 
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
 
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
 
  
 
== 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:
 
<pre>
 
A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
 
</pre>
 
  
 
== 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>
 
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref>
 
</references>
 
</pre>
 
  
 
== Acknowledgments ==
 
== Acknowledgments ==
Place to acknowledge people that have provided examples and insights but not directly worked on the description.
 

Revision as of 15:00, 2 January 2011

The joy of discovering/working out group strategies, often identifying possible Synergies.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Internal Conflicts

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

References

Acknowledgments