Teams: Difference between revisions

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== Consequences ==
== Consequences ==
=== Can Instantiate ===
[[Abstract Player Constructs]],
[[Cooperation]],
[[Guilting]],
[[Social Roles]],
[[Social Rewards]],
[[Symbiotic Player Relations]],
[[Togetherness]]


to examples: [[:Category:Team-based Games|Team-Based Games]]
==== 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 ==
== Relations ==

Revision as of 16:13, 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

Can Instantiate

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

Cooperation

Asymmetric Roles

Complex Gameplay, Tension

Team Combos

Team Combos, Team Strategy Identification

Team Development

Coordination

Team Elimination

Shared Resources

Smooth Learning Curves

Internal Rivalry

TvT

Coordination, Team Combos, Team Strategy Identification

Social Skills, Team Accomplishments, Team Strategy Identification

Mutual FUBAR Enjoyment

Internal Conflicts

Friendly Fire

Team Combos

Coordination, Game-Based Social Statuses

Cooperation, Coordination

Relations

Can Instantiate

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

Cooperation

Asymmetric Roles

Complex Gameplay, Tension

Team Combos

Team Combos, Team Strategy Identification

Team Development

Coordination

Team Elimination

Shared Resources

Smooth Learning Curves

Internal Rivalry

TvT

Coordination, Team Combos, Team Strategy Identification

Social Skills, Team Accomplishments, Team Strategy Identification

Mutual FUBAR Enjoyment

Internal Conflicts

Friendly Fire

Team Combos

Coordination, Game-Based Social Statuses

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

Companions

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<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

-