Difference between revisions of "Teams"

From gdp3
Jump to: navigation, search
(Relations)
(Relations)
Line 73: Line 73:
 
[[Sniper Locations]]
 
[[Sniper Locations]]
 
[[Arenas]]
 
[[Arenas]]
[[Privileged Abilities]]
 
 
[[Improved Abilities]]
 
[[Improved Abilities]]
 
[[New Abilities]]
 
[[New Abilities]]
Line 132: Line 131:
 
[[Mutual FUBAR Enjoyment]]
 
[[Mutual FUBAR Enjoyment]]
  
==== with [[Multiplayer Games]] and either [[Privileged Abilities]] or [[Skills]] ====
+
==== with [[Privileged Abilities]] or [[Skills]] ====
 
[[Team Combos]]
 
[[Team Combos]]
 +
 +
Coordination, Game-Based Social Statuses
  
 
=== Can Modulate ===
 
=== Can Modulate ===
Line 145: Line 146:
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Mini-maps]],  
 
[[Mini-maps]],  
 +
[[Privileged Abilities]],
 
[[Reserves]],  
 
[[Reserves]],  
 
[[Team Combos]],  
 
[[Team Combos]],  
Line 153: Line 155:
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
+
[[Team Balance]] in games with [[Privileged Abilities]]
  
 
== History ==
 
== History ==

Revision as of 08:35, 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 Agents Units Algorithmic Agents Team Accomplishment FUBAR Enjoyment Battlestar Galactica: The Board Game 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 Geospatial Game Widgets Asymmetric Starting Conditions Transferable Items Abstract Player Constructs Territories Inaccessible Areas Controllers Thematic Consistency Strategic Knowledge Choke Points Sniper Locations Arenas 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 Trick Taking Races PvP Symbiotic Player Relations Social Rewards Chat Channels Social Skills Social Roles Player Physical Prowess Instances Ninja Looting Physical Enactment Complex Gameplay Beat the Leader Surrendering Ragequitting Last Man Standing Scores Tied Results Reserves

Can Instantiate

Togetherness

with Coordination or Flanking Routes

Team Combos

with Characters and Orthogonal Differentiation

Team Combos, Team Strategy Identification

with Mini-maps

Coordination, Team Combos, Team Strategy Identification

with Multiplayer Games

Team Accomplishments, Team Strategy Identification

with Multiplayer Games and FUBAR Enjoyment

Mutual FUBAR Enjoyment

with Privileged Abilities or Skills

Team Combos

Coordination, Game-Based Social Statuses

Can Modulate

Avatars, Characters, Multiplayer Games

Can Be Instantiated By

-

Can Be Modulated By

Mini-maps, Privileged Abilities, Reserves, Team Combos, TvT

Possible Closure Effects

-

Potentially Conflicting With

Team Balance in games with Privileged Abilities

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

-