Difference between revisions of "Balancing Effects"
From gdp3
Line 31: | Line 31: | ||
[[Team Balance]] | [[Team Balance]] | ||
− | |||
[[Evolving Rule Sets]] | [[Evolving Rule Sets]] | ||
[[Game Masters]] | [[Game Masters]] | ||
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[[Armor]] | [[Armor]] | ||
[[Character Development]] | [[Character Development]] | ||
− | |||
− | |||
=== Can Modulate === | === Can Modulate === | ||
Line 54: | Line 51: | ||
[[Dynamic Difficulty Adjustment]], | [[Dynamic Difficulty Adjustment]], | ||
[[Extended Actions]], | [[Extended Actions]], | ||
+ | [[Handicap Systems]], | ||
[[Randomness]] | [[Randomness]] | ||
− | |||
[[Power-Ups]] together with [[Randomness]] | [[Power-Ups]] together with [[Randomness]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Randomness]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 19:20, 1 May 2011
Rules and effects in games that lessen the differences of value used to measure competition between players.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with Multiplayer Games
Evolving Rule Sets Game Masters Collaborative Actions Resource Caps Delayed Effects Cooldown Asymmetric Starting Conditions Loot Armor Character Development
Can Modulate
Drop-In/Drop-Out, Late Arriving Players, Multiplayer Games
Can Be Instantiated By
Dedicated Game Facilitators, Dynamic Difficulty Adjustment, Extended Actions, Handicap Systems, Randomness
Power-Ups together with Randomness
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
Exaggerated Perception of Influence
History
An updated version of the pattern Balancing Effects 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
-