Difference between revisions of "Team Balance"
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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[[Self-Facilitated Games]], | [[Self-Facilitated Games]], | ||
[[Symmetry]], | [[Symmetry]], | ||
[[Team Development]] | [[Team Development]] | ||
− | [[TvT]] and either [[Balancing Effects]], [[Dynamic Difficulty Adjustment]], | + | [[TvT]] and either [[Balancing Effects]], [[Drafting]], |
+ | [[Evolving Rule Sets]], | ||
+ | [[Dynamic Difficulty Adjustment]], | ||
+ | [[Handicap Systems]], or | ||
+ | [[Orthogonal Differentiation]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 18:46, 31 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Team Balance is used to balance Teams in games that have TvT gameplay.
Team Balance isn't typically created by Player Balance since the advantages which individual members provide to a Team can be offset by disadvantages that member of other members have in the same Team, advantages that members in other Teams provide, or external modifications applied to other Teams to balance out said advantages.
Can Be Instantiated By
Drafting, Self-Facilitated Games, Symmetry,
Patterns which can effectively be used to create Team Balance during or just before gameplay begins include Balancing Effects, Dynamic Difficulty Adjustment, or Handicap Systems.
Orthogonal Differentiation and Team Development can be designed to make Teams balanced, but this is a fragile solution since even small inequalities may work directly against Team Balance instead; the use of Evolving Rule Sets can smoothen out problems over time.
Potentially Conflicting With
AI Players, Drop-In/Drop-Out, Empowerment, Invulnerabilities, Late Arriving Players, New Abilities, Orthogonal Differentiation, Player Killing, Player-Decided Results, Privileged Abilities, Team Development
Consequences
The presence of Team Balance gives players a Determinable Chance to Succeed roughly dependent on the number of Teams.
Relations
Can Instantiate
Determinable Chance to Succeed
Can Modulate
Can Be Instantiated By
Self-Facilitated Games, Symmetry, Team Development
TvT and either Balancing Effects, Drafting, Evolving Rule Sets, Dynamic Difficulty Adjustment, Handicap Systems, or Orthogonal Differentiation
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
AI Players, Drop-In/Drop-Out, Empowerment, Invulnerabilities, Late Arriving Players, New Abilities, Orthogonal Differentiation, Player Killing, Player-Decided Results, Privileged Abilities, Team Development
History
An updated version of the pattern Team Balance 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
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