Difference between revisions of "Team Balance"

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(Relations)
(Relations)
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== Consequences ==
 
== Consequences ==
 +
 +
[[Left 4 Dead series]]
  
 
== Relations ==
 
== Relations ==
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Potentially conflicting with: [[Competence Areas]], [[Player Decided Results]], [[Empowerment]], [[Team Development]]
 
Potentially conflicting with: [[Competence Areas]], [[Player Decided Results]], [[Empowerment]], [[Team Development]]
  
[[Drop-In/Drop-Out]]
 
[[Left 4 Dead series]]
 
 
[[Time Limits]]
 
[[Time Limits]]
 
[[Dynamic Difficulty Adjustment]]
 
[[Dynamic Difficulty Adjustment]]
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
[[Drop-In/Drop-Out]],
 
[[Privileged Abilities]]
 
[[Privileged Abilities]]
  

Revision as of 14:09, 31 July 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Left 4 Dead series

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, Player Decided Results, Empowerment, Team Development

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

Teams, TvT

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

Drop-In/Drop-Out, Privileged Abilities

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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