Difference between revisions of "Team Balance"
From gdp3
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== Relations == | == Relations == | ||
+ | [[Drop-In/Drop-Out]] | ||
+ | [[Left 4 Dead series]] | ||
+ | [[Time Limits]] | ||
+ | [[Dynamic Difficulty Adjustment]] | ||
+ | [[AI Players]] | ||
+ | [[Freedom of Choice]] | ||
+ | [[Multiplayer Games]] | ||
+ | [[Late Arriving Players]] | ||
+ | [[Self-Facilitated Games]] | ||
+ | [[Handicap Systems]] | ||
+ | [[Evolving Rule Sets]] | ||
+ | [[Invites]] | ||
+ | [[Balancing Effects]] | ||
+ | [[Galleries]] | ||
+ | [[New Abilities]] | ||
+ | [[Player Killing]] | ||
+ | [[Death Consequences]] | ||
+ | [[Damage]] | ||
+ | [[Health]] | ||
+ | [[Invulnerabilities]] | ||
+ | [[Teams]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 13:55, 31 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Drop-In/Drop-Out Left 4 Dead series Time Limits Dynamic Difficulty Adjustment AI Players Freedom of Choice Multiplayer Games Late Arriving Players Self-Facilitated Games Handicap Systems Evolving Rule Sets Invites Balancing Effects Galleries New Abilities Player Killing Death Consequences Damage Health Invulnerabilities Teams
Can Instantiate
-
Can Modulate
Can Be Instantiated By
Multiplayer Games with TvT and either Balancing Effects or Dynamic Difficulty Adjustment
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Team Balance that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-