Teams: Difference between revisions

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Line 34: Line 34:
[[Betrayal]]
[[Betrayal]]
[[Cooperation]]
[[Cooperation]]
[[Dynamic Difficulty Adjustment]]
[[Agents]]
[[Agents]]
[[Units]]
[[Units]]
Line 69: Line 68:
[[Territories]]
[[Territories]]
[[Inaccessible Areas]]
[[Inaccessible Areas]]
[[Balancing Effects]]
[[Controllers]]
[[Controllers]]
[[Thematic Consistency]]
[[Thematic Consistency]]
Line 106: Line 104:
[[Ninja Looting]]
[[Ninja Looting]]
[[Physical Enactment]]
[[Physical Enactment]]
[[Mutual FUBAR Enjoyment]]
[[Complex Gameplay]]
[[Complex Gameplay]]
[[Beat the Leader]]
[[Beat the Leader]]
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==== with [[Multiplayer Games]] ====
==== with [[Multiplayer Games]] ====
[[Team Accomplishments]], [[Team Strategy Identification]]
[[Team Accomplishments]],  
[[Team Strategy Identification]]


Mutual FUBAR Enjoyment
==== with [[Multiplayer Games]] and [[FUBAR Enjoyment]] ====
 
[[Mutual FUBAR Enjoyment]]
==== with [[Multiplayer Games]] and [[Balancing Effects]] or [[Dynamic Difficulty Adjustment]] ====
Team Balance


==== with [[Characters]] and [[Orthogonal Differentiation]] ====
==== with [[Characters]] and [[Orthogonal Differentiation]] ====

Revision as of 08:23, 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 Team Combos Stimulated Planning AI Players Enemies Extra Chances Social Dilemmas Companions Enforced Agent Behavior Factions Internal Conflicts Internal Rivalry Single-Player Games Goal Achievements Difficulty Levels Massively 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 Flanking Routes Sniper Locations Arenas Privileged Abilities 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

Team Accomplishments, Team Strategy Identification

Mutual FUBAR Enjoyment

Team Combos, Team Strategy Identification

Team Strategy Identification Coordination, Team Combos, Team Strategy Identification

Can Modulate

Avatars, Characters, Multiplayer Games

Can Be Instantiated By

-

Can Be Modulated By

Mini-maps, Reserves, TvT

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Team Play that was part of the original collection in the book Patterns in Game Design<ref name="Bjork & Holopainen 2004"/>.

References

<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>

Acknowledgements

-