Difference between revisions of "Player Balance"

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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.
 
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.
  
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Note: ''this pattern is categorized as a [[:Category:Subjective Patterns|Subjective Pattern]] since players may have subjective feelings if the design structures in place are good enough (or too good) at balancing the fortunes of all players.''
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=== Examples ===
 
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: 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.
 
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.
  
Note: ''this pattern is categorized as a [[:Category:Subjective Patterns|Subjective Pattern]] since players may have subjective feelings if the design structures in place are good enough (or too good) at balancing the fortunes of all players.''
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Racing games such as the [[Mario Kart series]] and [[Super Monkey Ball series]] have mechanics to provide benefits for those not leading races. In the [[Mario Kart series]] leaders cannot get all power-ups and some power-ups specifically target the leaders. In the [[Super Monkey Ball series]] leaders have lower top speeds (which can make certain jumps more difficult or impossible).
 
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=== Examples ===
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==== Anti-Examples ====
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== Using the pattern ==
 
== Using the pattern ==

Revision as of 12:14, 20 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.

Note: this pattern is categorized as a Subjective Pattern since players may have subjective feelings if the design structures in place are good enough (or too good) at balancing the fortunes of all players.

Examples

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.

Racing games such as the Mario Kart series and Super Monkey Ball series have mechanics to provide benefits for those not leading races. In the Mario Kart series leaders cannot get all power-ups and some power-ups specifically target the leaders. In the Super Monkey Ball series leaders have lower top speeds (which can make certain jumps more difficult or impossible).

Using the pattern

Many patterns that can affect Player Balance do this by having modifying the fortunes of players opposed to each other. That is, they are applicable in games with PvP or TvT gameplay. Balancing Effects, Dynamic Difficulty Adjustment and Handicap Systems are all generic ways of doing this with Symmetry being the most generic. Team Development can provide Player Balance if the possibility for development or amount of development is affected by the relative position of players. This can work both in games with TvT and PvP gameplay since a player may control a whole Team in games with PvP gameplay. Team Development can also let players modify their Abilities, Powers, etc. to be better suited against the other players' strategies. The same applies for games with Drafting.

Player Balance can also be achieved in PvP games through having Evolving Rule Sets so differences in power between different ways of playing can be evened out over time (one example of a game that does this is Magic: The Gathering). Sanctioned Cheating is another way in PvP games since those players that are disadvantaged often can have bigger gains from engaging in Sanctioned Cheating without necessarily suffering bigger losses if their cheating is revealed. Killcams in PvP games can let players learn about what they or other did to get killed (or to kill someone else) as well as expose killers strategies and locations. Specifically for TvT games, differences in strengths and weaknesses between individual team members can be mitigated through Orthogonal Differentiation within the Teams so the total effect is that the Teams are balanced and therefore a version of Player Balance is achieved (one has the same chance of belong to a winning team). Regardless of if games have Teams or not, Self-Facilitated Games can have Player Balance since the players themselves can modify game states and ignore rules for the purpose to balancing the gameplay.

Can Modulate

Competition, Gameplay Mastery

Can Be Instantiated By

Dedicated Game Facilitators, 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

Power-Ups together with Randomness

Can Be Modulated By

Ability Losses, Challenging Gameplay, Decreased Abilities, Enemies, Non-Renewable Resources, Reconfigurable Game World, Red Queen Dilemmas, Role Reversal, Spawning, Supporting Goals, Symmetric Resource Distribution, Tournaments

Potentially Conflicting With

AI Players, Asymmetric Abilities, Asymmetric Goals, Asymmetric Resource Distribution, Asymmetric Starting Conditions, Camping, Combos, Early Leaving Players, Empowerment, Enemies, 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, Power-Ups, Privileged Abilities, Privileged Movement, Procedurally Generated Game Worlds, Purchasable Game Advantages, Reconfigurable Game Worlds, Red Queen Dilemmas, Strategic Locations, Tiered Participation, Weapons

Abstract Player Constructs and 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

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

One effect of providing Player Balance to a game is that it can let players have an Determinable Chance to Succeed.

Relations

Can Instantiate

Determinable Chance to Succeed

Can Modulate

Competition, Gameplay Mastery

Can Be Instantiated By

Dedicated Game Facilitators, 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

Power-Ups together with Randomness

Can Be Modulated By

Ability Losses, Challenging Gameplay, Decreased Abilities, Enemies, Non-Renewable Resources, Reconfigurable Game World, Red Queen Dilemmas, Role Reversal, Spawning, Supporting Goals, Symmetric Resource Distribution, Tournaments

Possible Closure Effects

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Potentially Conflicting With

AI Players, Asymmetric Abilities, Asymmetric Goals, Asymmetric Resource Distribution, Asymmetric Starting Conditions, Camping, Combos, Early Leaving Players, Empowerment, Enemies, 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, Power-Ups, Privileged Abilities, Privileged Movement, Procedurally Generated Game Worlds, Purchasable Game Advantages, Reconfigurable Game Worlds, Red Queen Dilemmas, Strategic Locations, Tiered Participation, Weapons

Abstract Player Constructs and 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

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