Team Balance
From gdp3
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Drop-In/Drop-Out Left 4 Dead series Time Limits Dynamic Difficulty Adjustment AI Players Freedom of Choice Multiplayer Games Late Arriving Players Self-Facilitated Games Handicap Systems Evolving Rule Sets Invites Balancing Effects Galleries New Abilities Player Killing Death Consequences Damage Health Invulnerabilities Teams
Can Instantiate
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Can Modulate
Can Be Instantiated By
Multiplayer Games with TvT and either Balancing Effects or Dynamic Difficulty Adjustment
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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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