Difference between revisions of "Team Balance"
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Revision as of 14:01, 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: Social Statuses, Perceived Chance to Succeed
Modulates: Competence Areas, Collaborative Actions
Instantiated by: Symmetry, Player Balance, Balancing Effects, Handicaps
Modulated by: Team Development, Player Killing, Spawning, Orthogonal Unit Differentiation
Potentially conflicting with: Competence Areas, Player Decided Results, Empowerment, Team Development
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 Galleries New Abilities Player Killing Death Consequences Damage Health Invulnerabilities
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
-