Teams: Difference between revisions

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[[Complex Gameplay]]
[[Complex Gameplay]]
[[Beat the Leader]]
[[Beat the Leader]]
[[Surrendering]]
[[Ragequitting]]
[[Last Man Standing]]
[[Scores]]
[[Tied Results]]
[[Reserves]]


=== Can Instantiate ===
=== Can Instantiate ===
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==== with [[Eliminate]] ====
==== with [[Eliminate]] ====
[[Team Elimination]]
[[Team Elimination]]
==== with [[Last Man Standing]] ====
[[TvT]]


==== with [[Mini-maps]] ====
==== with [[Mini-maps]] ====
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[[Avatars]],  
[[Avatars]],  
[[Characters]],  
[[Characters]],  
[[Last Man Standing]],
[[Multiplayer Games]]
[[Multiplayer Games]]
==== with [[Reserves]] ====
[[Agents]], [[Characters]], [[Physical Enactment]], [[Player Physical Prowess]]


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
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[[Player-Planned Development]],  
[[Player-Planned Development]],  
[[Privileged Abilities]],  
[[Privileged Abilities]],  
[[Ragequitting]],
[[Reserves]],  
[[Reserves]],  
[[Scores]],
[[Surrendering]],
[[Team Combos]],  
[[Team Combos]],  
[[Team Balance]],  
[[Team Balance]],  

Revision as of 14:48, 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

Relations

Betrayal

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Agents Units Algorithmic Agents FUBAR Enjoyment 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 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 Symbiotic Player Relations Social Rewards Chat Channels Social Skills Social Roles Player Physical Prowess Instances Ninja Looting Physical Enactment Complex Gameplay Beat the Leader

Can Instantiate

Abstract Player Constructs, Cooperation, Togetherness

Team Combos

Team Combos, Team Strategy Identification

Team Development

Team Elimination

TvT

Coordination, Team Combos, Team Strategy Identification

Team Accomplishments, Team Strategy Identification

Mutual FUBAR Enjoyment

Team Combos

Coordination, Game-Based Social Statuses

Can Modulate

Avatars, Characters, Last Man Standing, Multiplayer Games

Agents, Characters, Physical Enactment, Player Physical Prowess

Can Be Instantiated By

Heterogeneous Game Element Ownership, Roleplaying

Can Be Modulated By

Characteristics, Drop-In/Drop-Out, Early Leaving Players, 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

-

Potentially Conflicting With

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

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