Teams: Difference between revisions

From gdp3
Jump to navigationJump to search
Line 61: Line 61:
[[Strategic Knowledge]]
[[Strategic Knowledge]]
[[Choke Points]]
[[Choke Points]]
[[Sniper Locations]]
[[Arenas]]
[[Improved Abilities]]
[[New Abilities]]
[[Player Killing]]
[[Friendly Fire]]


=== Can Instantiate ===
=== Can Instantiate ===
Line 89: Line 83:
[[Team Combos]], [[Team Strategy Identification]]
[[Team Combos]], [[Team Strategy Identification]]


==== with [[Character Development]], [[Characteristics]], or [[Gameplay Mastery]] ====
==== with [[Character Development]], [[Characteristics]], [[Gameplay Mastery]], [[Improved Abilities]] or [[New Abilities]] ====
[[Team Development]]
[[Team Development]]


Line 116: Line 110:
==== with [[Ninja Looting]] ====
==== with [[Ninja Looting]] ====
[[Internal Conflicts]]
[[Internal Conflicts]]
==== with [[Player Killing]] ====
[[Friendly Fire]]


==== with [[Privileged Abilities]] or [[Skills]] ====
==== with [[Privileged Abilities]] or [[Skills]] ====
Line 146: Line 143:


=== Can Be Modulated By ===
=== Can Be Modulated By ===
[[Arenas]],
[[Betrayal]],  
[[Betrayal]],  
[[Characteristics]],  
[[Characteristics]],  
Line 152: Line 150:
[[Early Leaving Players]],  
[[Early Leaving Players]],  
[[Focus Loci]],  
[[Focus Loci]],  
[[Friendly Fire]],
[[Functional Roles]],  
[[Functional Roles]],  
[[Handles]],  
[[Handles]],  
Line 158: Line 157:
[[Late Arriving Players]],  
[[Late Arriving Players]],  
[[Mini-maps]],  
[[Mini-maps]],  
[[Player Killing]],
[[Player-Planned Development]],  
[[Player-Planned Development]],  
[[Privileged Abilities]],  
[[Privileged Abilities]],  
Line 163: Line 163:
[[Reserves]],  
[[Reserves]],  
[[Scores]],  
[[Scores]],  
[[Sniper Locations]],
[[Surrendering]],  
[[Surrendering]],  
[[Team Combos]],  
[[Team Combos]],  

Revision as of 15:33, 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

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

Friendly Fire

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

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

-