Difference between revisions of "Player Balance"

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(Relations)
(Relations)
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[[Exaggerated Perception of Influence]]
 
[[Exaggerated Perception of Influence]]
 
[[Determinable Chance to Succeed]]
 
[[Determinable Chance to Succeed]]
[[Combos]]
 
 
[[Turn Taking]]
 
[[Turn Taking]]
[[Characters]]
 
[[AI Players]]
 
 
[[Enemies]]
 
[[Enemies]]
[[Freedom of Choice]]
 
[[Heterogeneous Game Element Ownership]]
 
[[Free Game Element Manipulation]]
 
[[Handicap Achievements]]
 
 
[[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]],  
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
[[AI Players]],
 
[[Asymmetric Abilities]],  
 
[[Asymmetric Abilities]],  
 
[[Asymmetric Goals]],  
 
[[Asymmetric Goals]],  
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[[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]]
 +
 +
[[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.

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

Competition, Gameplay Mastery

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

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

Acknowledgements

-