Teams: Difference between revisions

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


== Relations ==
== Relations ==
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[[Goal Achievements]]
[[Goal Achievements]]
[[Difficulty Levels]]
[[Difficulty Levels]]
[[Category:Team-based Games]]
[[Massively Multiplayer Online Games]]
[[Massively Multiplayer Online Games]]
[[Invites]]
[[Invites]]
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[[Player Killing]]
[[Player Killing]]
[[Friendly Fire]]
[[Friendly Fire]]
[[Spawn Points]]
[[Camping]]
[[Area Control]]
[[Combat]]
[[Health]]
[[Conditional Passageways]]
[[Parties]]


=== Can Instantiate ===
=== Can Instantiate ===
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[[Symbiotic Player Relations]],  
[[Symbiotic Player Relations]],  
[[Togetherness]]
[[Togetherness]]
==== with [[Area Control]] ====
[[Cooperation]]


==== with [[Betrayal]] ====
==== with [[Betrayal]] ====
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[[Avatars]],  
[[Avatars]],  
[[Characters]],  
[[Characters]],  
[[Conditional Passageways]],
[[Instances]],  
[[Instances]],  
[[Last Man Standing]],  
[[Last Man Standing]],  
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=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
[[Heterogeneous Game Element Ownership]],  
[[Heterogeneous Game Element Ownership]],  
[[Parties]],
[[Roleplaying]]
[[Roleplaying]]



Revision as of 15:28, 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

to examples: Team-Based Games

Relations

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

Can Instantiate

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

Cooperation

Complex Gameplay, Tension

Team Combos

Team Combos, Team Strategy Identification

Team Development

Team Elimination

TvT

Coordination, Team Combos, Team Strategy Identification

Smooth Learning Curves

Social Skills, Team Accomplishments, Team Strategy Identification

Mutual FUBAR Enjoyment

Internal Conflicts

Team Combos

Coordination, Game-Based Social Statuses

Internal Rivalry

Can Modulate

Avatars, Characters, Conditional Passageways, Instances, Last Man Standing, Multiplayer Games, Trick Taking, PvP

Agents, Characters, Physical Enactment, Player Physical Prowess

Can Be Instantiated By

Heterogeneous Game Element Ownership, Parties, Roleplaying

Can Be Modulated By

Betrayal, Characteristics, Chat Channels, Drop-In/Drop-Out, Early Leaving Players, Focus Loci, Functional Roles, Handles, Internal Conflicts, Internal Rivalry, 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

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<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

-