Difference between revisions of "Team Balance"
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Revision as of 15:19, 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
Team Balance isn't typically created by Player Balance since the advantages which individual members provide to a Team can be offset by disadvantages that member of other members have in the same Team, advantages that members in other Teams provide, or external modifications applied to other Teams to balance out said advantages.
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
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Can Modulate
Can Be Instantiated By
Evolving Rule Sets, Orthogonal Differentiation, Self-Facilitated Games, Symmetry, Team Development
Multiplayer Games with TvT and either Balancing Effects, Dynamic Difficulty Adjustment, or Handicap Systems
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
AI Players, Drop-In/Drop-Out, Empowerment, Invulnerabilities, Late Arriving Players, Multiplayer Games, New Abilities, Orthogonal Differentiation, Player Killing, 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
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