Difference between revisions of "Teams"

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(Relations)
(Relations)
Line 38: Line 38:
 
[[Units]]
 
[[Units]]
 
[[Algorithmic Agents]]
 
[[Algorithmic Agents]]
[[Team Strategy Identification]]
 
 
[[Team Accomplishment]]
 
[[Team Accomplishment]]
 
[[FUBAR Enjoyment]]
 
[[FUBAR Enjoyment]]
Line 47: Line 46:
 
[[Enemies]]
 
[[Enemies]]
 
[[Extra Chances]]
 
[[Extra Chances]]
[[Multiplayer Games]]
 
 
[[Social Dilemmas]]
 
[[Social Dilemmas]]
 
[[Companions]]
 
[[Companions]]
Line 122: Line 120:
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Togetherness]]
 
[[Togetherness]]
 +
 +
==== with [[Multiplayer Games]] ====
 +
[[Team Accomplishments]], [[Team Strategy Identification]]
  
 
==== with [[Characters]] and [[Orthogonal Differentiation]] ====
 
==== with [[Characters]] and [[Orthogonal Differentiation]] ====
 
[[Team Combos]], [[Team Strategy Identification]]
 
[[Team Combos]], [[Team Strategy Identification]]
 +
 +
==== with [[Mini-maps]] ====
 +
[[Team Strategy Identification]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 
[[Avatars]],  
 
[[Avatars]],  
[[Characters]]
+
[[Characters]],
 +
[[Multiplayer Games]]
 +
 
 +
[[Multiplayer Games]]
 +
[[Multiplayer Games]]
 +
[[Multiplayer Games]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 08:07, 31 July 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Roleplaying Drop-In/Drop-Out Left 4 Dead series Space Alert Betrayal Cooperation Dynamic Difficulty Adjustment Agents Units Algorithmic Agents Team Accomplishment FUBAR Enjoyment Battlestar Galactica: The Board Game Team Combos Stimulated Planning AI Players Enemies Extra Chances Social Dilemmas Companions Enforced Agent Behavior Factions Internal Conflicts Internal Rivalry Single-Player Games Goal Achievements Difficulty LevelsMassively Multiplayer Online Games Invites Altruistic Actions Delayed Reciprocity Collaborative Actions Guilting Safe Havens Mini-maps Geospatial Game Widgets Asymmetric Starting Conditions Transferable Items Abstract Player Constructs Territories Inaccessible Areas Balancing Effects Controllers Thematic Consistency Strategic Knowledge Choke Points Flanking Routes Sniper Locations Arenas Privileged Abilities Improved Abilities New Abilities Player Killing Player Elimination Friendly Fire Spawn Points Camping Area Control Combat Health Conditional Passageways Parties Handles Focus Loci Third-Person Views Functional Roles Orthogonal Differentiation Trick Taking Races PvP Symbiotic Player Relations Social Rewards Chat Channels Social Skills Social Roles Player Physical Prowess Instances Ninja Looting Physical Enactment Mutual FUBAR Enjoyment Complex Gameplay Beat the Leader Surrendering Ragequitting Last Man Standing Scores Tied Results Reserves

Can Instantiate

Togetherness

with Multiplayer Games

Team Accomplishments, Team Strategy Identification

with Characters and Orthogonal Differentiation

Team Combos, Team Strategy Identification

with Mini-maps

Team Strategy Identification

Can Modulate

Avatars, Characters, Multiplayer Games

Multiplayer Games Multiplayer Games Multiplayer Games

Can Be Instantiated By

-

Can Be Modulated By

Reserves, TvT

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Team Play that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-