Difference between revisions of "Teams"

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(Consequences)
(Using the pattern)
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=== Narration Aspects ===
 
=== Narration Aspects ===
 +
 +
 +
to examples: [[:Category:Team-based Games|Team-Based Games]]
 +
 +
=== Can Modulate ===
 +
[[Agents]],
 +
[[Avatars]],
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[[Characters]],
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[[Conditional Passageways]],
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[[Instances]],
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[[Last Man Standing]],
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[[Massively Multiplayer Online Games]],
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[[Multiplayer Games]],
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[[Social Dilemmas]],
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[[Stimulated Planning]],
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[[Trick Taking]],
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[[PvP]]
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 +
==== with [[Friendly Fire]] ====
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[[Companions]]
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 +
==== with [[Reserves]] ====
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[[Agents]], [[Characters]], [[Physical Enactment]], [[Player Physical Prowess]]
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=== Can Be Instantiated By ===
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[[Enforced Agent Behavior]],
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[[Factions]],
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[[Heterogeneous Game Element Ownership]],
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[[Parties]],
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[[Roleplaying]]
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[[Algorithmic Agents]] together with [[Companions]]
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 +
[[Single-Player Games]] together with [[Units]]
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[[Units]] together with [[Combos]]
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=== Can Be Modulated By ===
 +
[[AI Players]],
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[[Altruistic Actions]],
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[[Arenas]],
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[[Betrayal]],
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[[Characteristics]],
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[[Chat Channels]],
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[[Collaborative Actions]],
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[[Drop-In/Drop-Out]],
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[[Early Leaving Players]],
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[[Focus Loci]],
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[[Friendly Fire]],
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[[Functional Roles]],
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[[Geospatial Game Widgets]],
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[[Handles]],
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[[Internal Conflicts]],
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[[Internal Rivalry]],
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[[Invites]],
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[[Late Arriving Players]],
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[[Mini-maps]],
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[[Player Killing]],
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[[Player-Planned Development]],
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[[Privileged Abilities]],
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[[Ragequitting]],
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[[Reserves]],
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[[Scores]],
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[[Sniper Locations]],
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[[Surrendering]],
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[[Team Combos]],
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[[Team Balance]],
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[[Team Elimination]],
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[[Team Development]],
 +
[[TvT]]
 +
 +
[[Game Lobbies]] in games that have [[Mediated Gameplay]]
 +
 +
=== Potentially Conflicting With ===
 +
[[Betrayal]],
 +
[[Delayed Reciprocity]],
 +
[[Internal Conflicts]]
 +
 +
[[Team Balance]] in games with [[Privileged Abilities]]
  
 
== Consequences ==
 
== Consequences ==

Revision as of 16:14, 4 August 2015

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

This pattern is a still a stub.

Contents

Examples

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

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

to examples: Team-Based Games

Can Modulate

Agents, Avatars, Characters, Conditional Passageways, Instances, Last Man Standing, Massively Multiplayer Online Games, Multiplayer Games, Social Dilemmas, Stimulated Planning, Trick Taking, PvP

with Friendly Fire

Companions

with Reserves

Agents, Characters, Physical Enactment, Player Physical Prowess

Can Be Instantiated By

Enforced Agent Behavior, Factions, Heterogeneous Game Element Ownership, Parties, Roleplaying

Algorithmic Agents together with Companions

Single-Player Games together with Units

Units together with Combos

Can Be Modulated By

AI Players, 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

Potentially Conflicting With

Betrayal, Delayed Reciprocity, Internal Conflicts

Team Balance in games with Privileged Abilities

Consequences

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 Extra Chances

Shared Resources

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

Relations

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 Extra Chances

Shared Resources

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

Agents, Avatars, Characters, Conditional Passageways, Instances, Last Man Standing, Massively Multiplayer Online Games, Multiplayer Games, Social Dilemmas, Stimulated Planning, Trick Taking, PvP

with Friendly Fire

Companions

with Reserves

Agents, Characters, Physical Enactment, Player Physical Prowess

Can Be Instantiated By

Enforced Agent Behavior, Factions, Heterogeneous Game Element Ownership, Parties, Roleplaying

Algorithmic Agents together with Companions

Single-Player Games together with Units

Units together with Combos

Can Be Modulated By

AI Players, 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

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