Difference between revisions of "Balancing Effects"
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''Rules and effects in games that lessen the differences of value used to measure competition between players.'' | ''Rules and effects in games that lessen the differences of value used to measure competition between players.'' | ||
− | + | Although players may win or lose games, or fail to complete them, the designers of these games may wish to steer when this occurs. One way of doing so is introducing [[Balancing Effects]] - giving those that have an advantageous position disadvantages and vice versa. | |
=== Examples === | === Examples === |
Revision as of 19:46, 1 May 2011
Rules and effects in games that lessen the differences of value used to measure competition between players.
Although players may win or lose games, or fail to complete them, the designers of these games may wish to steer when this occurs. One way of doing so is introducing Balancing Effects - giving those that have an advantageous position disadvantages and vice versa.
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
-