Difference between revisions of "Teams"

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(Relations)
(Relations)
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[[Enforced Agent Behavior]]
 
[[Enforced Agent Behavior]]
 
[[Factions]]
 
[[Factions]]
[[Single-Player Games]]
 
[[Goal Achievements]]
 
[[Difficulty Levels]]
 
[[Massively Multiplayer Online Games]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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==== with [[Character Development]], [[Characteristics]], [[Gameplay Mastery]], [[Improved Abilities]] or [[New Abilities]] ====
 
==== with [[Character Development]], [[Characteristics]], [[Gameplay Mastery]], [[Improved Abilities]] or [[New Abilities]] ====
 
[[Team Development]]
 
[[Team Development]]
 +
 +
==== with [[Difficulty Levels]] ====
 +
[[Coordination]]
  
 
==== with [[Eliminate]] ====
 
==== with [[Eliminate]] ====
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[[Instances]],  
 
[[Instances]],  
 
[[Last Man Standing]],  
 
[[Last Man Standing]],  
 +
[[Massively Multiplayer Online Games]],
 
[[Multiplayer Games]],  
 
[[Multiplayer Games]],  
 
[[Trick Taking]],  
 
[[Trick Taking]],  
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[[Parties]],  
 
[[Parties]],  
 
[[Roleplaying]]
 
[[Roleplaying]]
 +
 +
[[Single-Player Games]] together with [[Units]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 16:02, 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

to examples: Team-Based Games

Relations

Agents Units Algorithmic Agents FUBAR Enjoyment Stimulated Planning AI Players Enemies Extra Chances Social Dilemmas Companions Enforced Agent Behavior Factions

Can Instantiate

Abstract Player Constructs, Cooperation, Guilting, Social Roles, Social Rewards, Symbiotic Player Relations, Togetherness

with Area Control

Cooperation

with Asymmetric Starting Conditions

Asymmetric Roles

with Betrayal

Complex Gameplay, Tension

with Coordination or Flanking Routes

Team Combos

with Characters and Orthogonal Differentiation

Team Combos, Team Strategy Identification

with Character Development, Characteristics, Gameplay Mastery, Improved Abilities or New Abilities

Team Development

with Difficulty Levels

Coordination

with Eliminate

Team Elimination

with Functional Roles

Smooth Learning Curves

with Individual Rewards and Races

Internal Rivalry

with Last Man Standing or PvP

TvT

with Mini-maps

Coordination, Team Combos, Team Strategy Identification

with Multiplayer Games

Social Skills, Team Accomplishments, Team Strategy Identification

with Multiplayer Games and FUBAR Enjoyment

Mutual FUBAR Enjoyment

with Ninja Looting

Internal Conflicts

with Player Killing

Friendly Fire

with Privileged Abilities or Skills

Team Combos

with Privileged Abilities

Coordination, Game-Based Social Statuses

with Transferable Items

Cooperation, Coordination

Can Modulate

Avatars, Characters, Conditional Passageways, Instances, Last Man Standing, Massively Multiplayer Online Games, Multiplayer Games, Trick Taking, PvP

with Reserves

Agents, Characters, Physical Enactment, Player Physical Prowess

Can Be Instantiated By

Heterogeneous Game Element Ownership, Parties, Roleplaying

Single-Player Games together with Units

Can Be Modulated By

Altruistic Actions, Arenas, Betrayal, Characteristics, Chat Channels, Collaborative Actions, Drop-In/Drop-Out, Early Leaving Players, Focus Loci, Friendly Fire, Functional Roles, Geospatial Game Widgets, Handles, Internal Conflicts, Internal Rivalry, Invites, Late Arriving Players, Mini-maps, Player Killing, Player-Planned Development, Privileged Abilities, Ragequitting, Reserves, Scores, Sniper Locations, Surrendering, Team Combos, Team Balance, Team Elimination, Team Development, TvT

Game Lobbies in games that have Mediated Gameplay

Possible Closure Effects

-

Potentially Conflicting With

Betrayal, Delayed Reciprocity, Internal Conflicts

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

-