Teams

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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

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

Can Instantiate

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

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, or Gameplay Mastery

Team Development

with Eliminate

Team Elimination

with Last Man Standing

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 Privileged Abilities or Skills

Team Combos

with Privileged Abilities

Coordination, Game-Based Social Statuses

Can Modulate

Avatars, Characters, Instances, Last Man Standing, Multiplayer Games

with Reserves

Agents, Characters, Physical Enactment, Player Physical Prowess

Can Be Instantiated By

Heterogeneous Game Element Ownership, Roleplaying

Can Be Modulated By

Betrayal, Characteristics, Chat Channels, Drop-In/Drop-Out, Early Leaving Players, Internal Conflicts, Late Arriving Players, Mini-maps, Player-Planned Development, Privileged Abilities, Ragequitting, Reserves, Scores, Surrendering, Team Combos, Team Balance, Team Elimination, Team Development, TvT

Game Lobbies in games that have Mediated Gameplay

Possible Closure Effects

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Potentially Conflicting With

Betrayal, 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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