Difference between revisions of "Team Balance"
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Modulated by: [[Team Development]], [[Player Killing]], [[Spawning]], [[Orthogonal Differentiation]] | Modulated by: [[Team Development]], [[Player Killing]], [[Spawning]], [[Orthogonal Differentiation]] | ||
− | Potentially conflicting with: [[Competence Areas | + | Potentially conflicting with: [[Competence Areas]], [[Empowerment]], |
=== Can Instantiate === | === Can Instantiate === | ||
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[[Multiplayer Games]], | [[Multiplayer Games]], | ||
[[New Abilities]], | [[New Abilities]], | ||
+ | [[Player-Decided Results]], | ||
[[Privileged Abilities]], | [[Privileged Abilities]], | ||
[[Team Development]] | [[Team Development]] |
Revision as of 15:00, 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
Instantiates: Perceived Chance to Succeed
Modulates: Competence Areas, Collaborative Actions
Instantiated by: Symmetry, Player Balance, Handicaps
Modulated by: Team Development, Player Killing, Spawning, Orthogonal Differentiation
Potentially conflicting with: Competence Areas, Empowerment,
Can Instantiate
-
Can Modulate
Can Be Instantiated By
Evolving Rule Sets, Self-Facilitated Games
Multiplayer Games with TvT and either Balancing Effects, Dynamic Difficulty Adjustment, or Handicap Systems
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
AI Players, Drop-In/Drop-Out, Invulnerabilities, Late Arriving Players, Multiplayer Games, New Abilities, Player-Decided Results, Privileged Abilities, Team Development
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
-