Team Balance
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
Instantiates: Perceived Chance to Succeed
Modulates: Competence Areas, Collaborative Actions
Instantiated by: Symmetry, Player Balance, Handicaps
Modulated by: Team Development, Player Killing, Spawning, Orthogonal Differentiation
Potentially conflicting with: Competence Areas, Player Decided Results, Empowerment,
Handicap Systems Evolving Rule Sets Invites Galleries New Abilities Player Killing Death Consequences Damage Health Invulnerabilities
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
AI Players, Drop-In/Drop-Out, Late Arriving Players, Multiplayer Games, 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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