Difference between revisions of "Teams"

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(Relations)
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=== Examples ===
 
=== Examples ===
 
+
[[Left 4 Dead series]]
==== Anti-Examples ====
+
[[Space Alert]]
optional
+
[[Battlestar Galactica: The Board Game]]
  
 
== Using the pattern ==
 
== Using the pattern ==
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== Relations ==
 
== Relations ==
[[Roleplaying]]
 
[[Drop-In/Drop-Out]]
 
[[Left 4 Dead series]]
 
[[Space Alert]]
 
 
[[Betrayal]]
 
[[Betrayal]]
[[Cooperation]]
+
 
 +
-
 +
 
 
[[Agents]]
 
[[Agents]]
 
[[Units]]
 
[[Units]]
 
[[Algorithmic Agents]]
 
[[Algorithmic Agents]]
 
[[FUBAR Enjoyment]]
 
[[FUBAR Enjoyment]]
[[Battlestar Galactica: The Board Game]]
 
 
[[Stimulated Planning]]
 
[[Stimulated Planning]]
 
[[AI Players]]
 
[[AI Players]]
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Abstract Player Constructs]],  
 
[[Abstract Player Constructs]],  
 +
[[Cooperation]],
 
[[Togetherness]]
 
[[Togetherness]]
  
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Heterogeneous Game Element Ownership]]
+
[[Heterogeneous Game Element Ownership]],
 +
[[Roleplaying]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Characteristics]],  
 
[[Characteristics]],  
 +
[[Drop-In/Drop-Out]],
 
[[Early Leaving Players]],  
 
[[Early Leaving Players]],  
 
[[Late Arriving Players]],  
 
[[Late Arriving Players]],  

Revision as of 14:41, 4 August 2015

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

This pattern is a still a stub.

Examples

Left 4 Dead series Space Alert Battlestar Galactica: The Board Game

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Betrayal

-

Agents Units Algorithmic Agents FUBAR Enjoyment 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 Territories Inaccessible Areas Controllers Thematic Consistency Strategic Knowledge Choke Points Sniper Locations Arenas Improved Abilities New Abilities Player Killing 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

Abstract Player Constructs, Cooperation, Togetherness

with Coordination or Flanking Routes

Team Combos

with Characters and Orthogonal Differentiation

Team Combos, Team Strategy Identification

with Character Development, Characteristics, or Gameplay Mastery

Team Development

with Eliminate

Team Elimination

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

with Privileged Abilities

Coordination, Game-Based Social Statuses

Can Modulate

Avatars, Characters, Multiplayer Games

Can Be Instantiated By

Heterogeneous Game Element Ownership, Roleplaying

Can Be Modulated By

Characteristics, Drop-In/Drop-Out, Early Leaving Players, Late Arriving Players, Mini-maps, Player-Planned Development, Privileged Abilities, Reserves, Team Combos, Team Balance, Team Elimination, Team Development, TvT

Game Lobbies in games that have Mediated Gameplay

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

-