Difference between revisions of "Player Balance"

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(Relations)
(Relations)
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[[Heterogeneous Game Element Ownership]]
 
[[Heterogeneous Game Element Ownership]]
 
[[Free Game Element Manipulation]]
 
[[Free Game Element Manipulation]]
[[Multiplayer Games]]
 
 
[[Late Arriving Players]]
 
[[Late Arriving Players]]
 
[[Handicap Achievements]]
 
[[Handicap Achievements]]
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[[Flip-Flop Events]],  
 
[[Flip-Flop Events]],  
 
[[Geometric Rewards for Investments]],  
 
[[Geometric Rewards for Investments]],  
 +
[[Multiplayer Games]],
 
[[Player Augmentations]],  
 
[[Player Augmentations]],  
 
[[Positive Feedback Loops]],  
 
[[Positive Feedback Loops]],  
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[[Tiered Participation]]
 
[[Tiered Participation]]
  
[[Gameplay Mastery]] in [[Multiplayer Games]] or [[Player/Character Skill Composites]]
+
[[Gameplay Mastery]] in games with [[Player/Character Skill Composites]]
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 +
[[Gameplay Mastery]], [[Skills]], [[Tools]], or [[Vehicles]] in [[Multiplayer Games]]
  
 
== History ==
 
== History ==

Revision as of 16:25, 18 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.

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.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Drop-In/Drop-Out Time Limits Achievements Massively Single-Player Online Games Randomness Game Element Insertion Dedicated Game Facilitators Player/Character Skill Composites Challenging Gameplay Dynamic Difficulty Adjustment Exaggerated Perception of Influence Determinable Chance to Succeed Combos Turn Taking Characters AI Players Enemies Freedom of Choice Heterogeneous Game Element Ownership Free Game Element Manipulation Late Arriving Players Handicap Achievements Power-Ups Single-Player Games Game Worlds Self-Facilitated Games Handicap Systems Evolving Rule Sets Varying Rule Sets Game Masters Persistent Game Worlds Massively Multiplayer Online Games Non-Player Help Purchasable Game Advantages Public Player Statistics Pottering Vehicles Asymmetric Starting Conditions Weapons Tools Crafting Abstract Player Constructs Character Development Balancing Effects Player Characters Strategic Knowledge Strategic Locations Privileged Movement Galleries Budgeted Action Points Privileged Abilities Decreased Abilities Ability Losses New Abilities First Player Advantages Sidegrades Player Killing Death Consequences Spawning Camping Damage Health Invulnerabilities Killcams Skills Orthogonal Differentiation Drafting Reconfigurable Game Worlds

Can Instantiate

-

Can Modulate

Competition, Gameplay Mastery

Can Be Instantiated By

Diminishing Returns, Negative Feedback Loops, Negotiation, Paper-Rock-Scissors, Player Augmentations, Player-Decided Results, Symmetric Goals, Symmetry, Variable Accuracy

PvP together with Team Development

Sanctioned Cheating together with Multiplayer Games, PvP, or TvT

Can Be Modulated By

Non-Renewable Resources, Reconfigurable Game World, Red Queen Dilemmas, Role Reversal, Supporting Goals, Symmetric Resource Distribution, Tournaments

Possible Closure Effects

-

Potentially Conflicting With

Asymmetric Abilities, Asymmetric Goals, Asymmetric Resource Distribution, Early Leaving Players, Empowerment, Entitled Players, Extra Turns, Flip-Flop Events, Geometric Rewards for Investments, Multiplayer Games, Player Augmentations, Positive Feedback Loops, Procedurally Generated Game Worlds, Red Queen Dilemmas, Tiered Participation

Gameplay Mastery in games with Player/Character Skill Composites

Gameplay Mastery, Skills, Tools, or Vehicles in 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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