Difference between revisions of "Team Development"
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==== with [[PvP]] ==== | ==== with [[PvP]] ==== | ||
[[Player Balance]] | [[Player Balance]] | ||
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==== with [[TvT]] ==== | ==== with [[TvT]] ==== | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | [[Character Development]], [[Characteristics]], | + | [[Character Development]], [[Characteristics]], [[Gameplay Mastery]], [[Improved Abilities]], or [[New Abilities]] in games with [[Teams]] |
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 10:27, 2 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Can Be Instantiated By
Character Development, Characteristics, or Gameplay Mastery in games with Teams
Can Be Modulated By
Consequences
Team Development lets Teams evolve over gameplay time. This quite clearly leads to Abstract Player Construct Development in the cases where these Teams are Abstract Player Constructs.
with Teams
Improved Abilities, New Abilities
Team Development affects both PvP and TvT gameplay regarding Team Balance. It can be used to both balance the powers of players within a team and balance teams against each other but this can be a fickle solution since Team Development can easily also emphasis existing imbalances.
Relations
Can Instantiate
Abstract Player Construct Development
with PvP
with TvT
Can Modulate
Can Be Instantiated By
Character Development, Characteristics, Gameplay Mastery, Improved Abilities, or New Abilities in games with Teams
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Team Development 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
-