Difference between revisions of "Player Balance"
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[[Exaggerated Perception of Influence]] | [[Exaggerated Perception of Influence]] | ||
[[Determinable Chance to Succeed]] | [[Determinable Chance to Succeed]] | ||
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[[Turn Taking]] | [[Turn Taking]] | ||
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[[Enemies]] | [[Enemies]] | ||
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[[Power-Ups]] | [[Power-Ups]] | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Diminishing Returns]], | [[Diminishing Returns]], | ||
+ | [[Free Game Element Manipulation]], | ||
[[Game Masters]], | [[Game Masters]], | ||
[[Negative Feedback Loops]], | [[Negative Feedback Loops]], | ||
Line 100: | Line 94: | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[AI Players]], | ||
[[Asymmetric Abilities]], | [[Asymmetric Abilities]], | ||
[[Asymmetric Goals]], | [[Asymmetric Goals]], | ||
Line 105: | Line 100: | ||
[[Asymmetric Starting Conditions]], | [[Asymmetric Starting Conditions]], | ||
[[Camping]], | [[Camping]], | ||
+ | [[Combos]], | ||
[[Early Leaving Players]], | [[Early Leaving Players]], | ||
[[Empowerment]], | [[Empowerment]], | ||
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[[Tiered Participation]], | [[Tiered Participation]], | ||
[[Weapons]] | [[Weapons]] | ||
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+ | [[Characters]] in games with [[Asymmetric Starting Conditions]] | ||
+ | |||
+ | [[Heterogeneous Game Element Ownership]] in games with [[Combos]] | ||
[[Gameplay Mastery]] in games with [[Player/Character Skill Composites]] | [[Gameplay Mastery]] in games with [[Player/Character Skill Composites]] |
Revision as of 22:57, 18 March 2018
Design structures in a game which works towards players having equal chances of succeeding with actions in a game or with winning the game.
This pattern is a still a stub.
Most players want games to have the mechanics that give them the same or better chances to win or succeed with actions as other players. As this typically means that all players need the same chances to win or succeed, most games try to have Player Balance. However, this Player Balance does not usually consider the skill of players and usually only apply to the beginning of games.
Example: the symmetry in traditional board games such as Chess or Go guarantee a high level of initial Player Balance, although being the first player to do a move usually has some advantage.
Example: fighting games can allow players to modify their health by a percentage to give different players different health values and thereby counter imbalances in the skill of damaging the opponent.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Drop-In/Drop-Out Time Limits Achievements Massively Single-Player Online Games Dedicated Game Facilitators Player/Character Skill Composites Challenging Gameplay Exaggerated Perception of Influence Determinable Chance to Succeed Turn Taking Enemies Power-Ups
Can Instantiate
-
Can Modulate
Can Be Instantiated By
Diminishing Returns, Free Game Element Manipulation, Game Masters, Negative Feedback Loops, Negotiation, Paper-Rock-Scissors, Player Augmentations, Player-Decided Results, Privileged Abilities, Public Player Statistics, Randomness, Symmetric Goals, Symmetry, Variable Accuracy
Sanctioned Cheating in Multiplayer Games
Balancing Effects, Drafting, Dynamic Difficulty Adjustment, Evolving Rule Sets, Handicap Systems, Killcams, Orthogonal Differentiation, Sanctioned Cheating, Self-Facilitated Games, Symmetry, Team Development in games with PvP
Balancing Effects, Drafting, Dynamic Difficulty Adjustment, Handicap Systems, Orthogonal Differentiation, Self-Facilitated Games, Symmetry, Team Development in games with TvT
Can Be Modulated By
Ability Losses, Decreased Abilities, Non-Renewable Resources, Reconfigurable Game World, Red Queen Dilemmas, Role Reversal, Spawning, Supporting Goals, Symmetric Resource Distribution, Tournaments
Possible Closure Effects
-
Potentially Conflicting With
AI Players, Asymmetric Abilities, Asymmetric Goals, Asymmetric Resource Distribution, Asymmetric Starting Conditions, Camping, Combos, Early Leaving Players, Empowerment, Entitled Players, Extra Turns, First Player Advantages, Flip-Flop Events, Geometric Rewards for Investments, Invulnerabilities, Late Arriving Players, Multiplayer Games, New Abilities, Non-Player Help, Player Augmentations, Player Killing, Positive Feedback Loops, Privileged Abilities, Privileged Movement, Procedurally Generated Game Worlds, Purchasable Game Advantages, Reconfigurable Game Worlds, Red Queen Dilemmas, Strategic Locations, Tiered Participation, Weapons
Characters in games with Asymmetric Starting Conditions
Heterogeneous Game Element Ownership in games with Combos
Gameplay Mastery in games with Player/Character Skill Composites
Gameplay Mastery, Skills, Tools, or Vehicles in Multiplayer Games
Late Arriving Players in games with Player Characters that are subject to Game Element Insertion
Persistent Game Worlds when Abstract Player Construct Development, Character Development, or Crafting exists in the Multiplayer Games
History
An updated version of the pattern Player 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
-