Balancing Effects
From gdp3
Revision as of 19:09, 1 May 2011 by Staffan Björk (Talk | contribs)
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
Drop-In/Drop-Out Extended Actions Randomness Dedicated Game Facilitators Player/Character Skill Composites Challenging Gameplay Dynamic Difficulty Adjustment Exaggerated Perception of Influence Multiplayer Games Late Arriving Players Power-Ups Handicap Systems Evolving Rule Sets Game Masters Collaborative Actions Resource Caps Delayed Effects Cooldown Asymmetric Starting Conditions Loot Armor Character Development
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
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
-