Balancing Effects

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Rules and effects in games that lessen the differences of value used to measure competition between players.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Challenging Gameplay

with Multiplayer Games

Player Balance, Team Balance

Handicap Systems Evolving Rule Sets Game Masters Collaborative Actions Resource Caps Delayed Effects Cooldown Asymmetric Starting Conditions Loot Armor Character Development

with ...

Can Modulate

Drop-In/Drop-Out, Late Arriving Players, Multiplayer Games

Can Be Instantiated By

Dedicated Game Facilitators, Dynamic Difficulty Adjustment, Extended Actions, Randomness

Randomness

Power-Ups together with Randomness

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Exaggerated Perception of Influence

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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