Difference between revisions of "Balancing Effects"
From gdp3
Line 30: | Line 30: | ||
[[Player Balance]], | [[Player Balance]], | ||
[[Team Balance]] | [[Team Balance]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Asymmetric Starting Conditions]], | ||
+ | [[Character Development]], | ||
[[Drop-In/Drop-Out]], | [[Drop-In/Drop-Out]], | ||
[[Late Arriving Players]], | [[Late Arriving Players]], | ||
Line 48: | Line 39: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Collaborative Actions]], | ||
+ | [[Cooldown]], | ||
+ | [[Decreased Abilities]], | ||
[[Dedicated Game Facilitators]], | [[Dedicated Game Facilitators]], | ||
+ | [[Delayed Effects]], | ||
[[Dynamic Difficulty Adjustment]], | [[Dynamic Difficulty Adjustment]], | ||
+ | [[Evolving Rule Sets]], | ||
[[Extended Actions]], | [[Extended Actions]], | ||
+ | [[Game Masters]], | ||
[[Handicap Systems]], | [[Handicap Systems]], | ||
− | [[Randomness]] | + | [[Randomness]], |
− | + | [[Resource Caps]], | |
+ | [[Tradeoffs]] | ||
[[Power-Ups]] together with [[Randomness]] | [[Power-Ups]] together with [[Randomness]] |
Revision as of 19:29, 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
Can Modulate
Asymmetric Starting Conditions, Character Development, Drop-In/Drop-Out, Late Arriving Players, Multiplayer Games
Can Be Instantiated By
Collaborative Actions, Cooldown, Decreased Abilities, Dedicated Game Facilitators, Delayed Effects, Dynamic Difficulty Adjustment, Evolving Rule Sets, Extended Actions, Game Masters, Handicap Systems, Randomness, Resource Caps, Tradeoffs
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
-