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  • [[Category:Balancing Patterns]] ...sed to take a certain amount of time. One way of doing so is introducing [[Balancing Effects]] - giving those that have an advantageous position disadvantages a
    14 KB (1,988 words) - 12:41, 18 October 2022

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  • ==== Metagames, Replayability, and Balancing ==== ...ms]] (see http://www.giantbomb.com/comeback-mechanic/3015-7243/, link to [[Balancing Effects]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Bj
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...a period of time exists for agents to stop the action. This can provided [[Balancing Effects]] in games, e.g. fighting games where players can block attacks or ...more powerful than other types of actions. If can be a [[Balancing Effects|Balancing Effect]] in another fashion also; it allows a means for players to [[Beat t
    6 KB (888 words) - 10:03, 16 March 2018
  • ...[[Handicap Systems]], incorporating [[Dynamic Difficulty Adjustment]] or [[Balancing Effects]] controlled by [[Dedicated Game Facilitators]], or simply have the ...[[Challenging Gameplay]] not so if these have too much effect, so careful balancing is required for these types of design solutions.
    23 KB (3,355 words) - 16:03, 3 October 2016
  • ...former can be achieved by giving them [[Temporary Abilities]] or having [[Balancing Effects]] but this risks that existing players feel that their [[Value of E ...arties]], the issue of [[Player Balance]] may also be dealt with through [[Balancing Effects]]. However, the risk of old players feeling a loss of [[Value of Ef
    13 KB (1,995 words) - 08:24, 8 August 2015
  • ...eason can, like the first reason, cause [[Stimulated Planning]] and have [[Balancing Effects]] but can also increase [[Tension]] if the actions are [[Interrupti [[Balancing Effects]],
    10 KB (1,419 words) - 08:55, 10 August 2016
  • ...uch as [[Mario Kart]] and [[Super Monkey Ball]] use the latter to create [[Balancing Effects]] by giving leading players more passive and less aggressive [[Pick ...eing successful ones to being unsuccessful ones. [[Randomness]] can mask [[Balancing Effects]] by having separate by overlapping distributions for players depen
    21 KB (2,978 words) - 08:57, 15 March 2023
  • ...but this does require that the closures already exist as potentialities. [[Balancing Effects]] can provide [[Higher-Level Closures as Gameplay Progresses]] by a [[Balancing Effects]],
    8 KB (1,054 words) - 14:26, 25 August 2022
  • ...ted so that it is maintained for longer periods of gameplay time through [[Balancing Effects]]. This can be further modulated by using [[Near Miss Indicators]], ...icult for players. [[Challenging Gameplay]] is an obvious solution while [[Balancing Effects]] can be used to try and make all players have [[Tension]] by makin
    24 KB (3,511 words) - 09:04, 21 September 2016
  • ...e Arriving Players]] or [[Drop-In/Drop-Out]] gameplay, which may require [[Balancing Effects]] or the activation/de-activation of [[AI Players]]. By taking care [[Asynchronous Gameplay]], [[Balancing Effects]], [[Betrayal]],
    20 KB (2,916 words) - 09:30, 23 August 2021
  • ...however also make [[Player Balance]] difficult to achieve without other [[Balancing Effects]]. Dominating influence from [[Character Development]] can directly
    9 KB (1,232 words) - 08:07, 14 August 2016
  • [[Category:Balancing Patterns]] ...re solved, and [[Battlestar Galactica: The Board Game]] has mechanisms for balancing gameplay halfway through game instances when playing with a odd number of p
    6 KB (837 words) - 08:33, 4 September 2016
  • ...termined completely deterministically can even work against the pattern. [[Balancing Effects]] can give players [[Exaggerated Perception of Influence]] simply b ...against an [[Exaggerated Perception of Influence]] in many ways. First, [[Balancing Effects]] can make early successes meaningless and later successes less val
    22 KB (3,278 words) - 09:10, 21 September 2016
  • ...works against having a [[Determinable Chance to Succeed]]. This includes [[Balancing Effects]], [[Fudged Results]], and [[Exaggerated Perception of Influence]]. [[Balancing Effects]],
    7 KB (1,024 words) - 15:30, 31 July 2015
  • ...Ursuppe]] also has this system but uses it to create a [[Balancing Effects|Balancing Effect]] by giving the player with the lowest [[Scores|Score]] on a [[Score [[Balancing Effects]],
    14 KB (2,101 words) - 09:28, 21 September 2016
  • [[Category:Balancing Patterns]] ...Card Games|Collectible Card Games]] in general can introduce such cards as balancing factors; the [[Star Trek Customizable Card Game]] went so far as to include
    7 KB (988 words) - 11:38, 9 March 2018
  • ...This to ease communication regarding the issues just mentioned as well as balancing [[Excise]] between players and letting players supervise each other to avoi
    14 KB (2,080 words) - 19:27, 31 July 2015
  • ...t to achieve, especially when [[Gameplay Mastery]] is possible, although [[Balancing Effects]] (for example through [[Game State Overviews]] and either [[Player [[Balancing Effects]]
    30 KB (4,181 words) - 13:39, 1 April 2022
  • ...Rewards]] existing players have received. While this can be mitigated by [[Balancing Effects]] or adjusting power level for [[Player-Created Characters]] it can [[Balancing Effects]], [[Game Lobbies]], [[Invites]], [[Player-Created Characters]], [[
    10 KB (1,520 words) - 07:32, 21 August 2015
  • ...Mario Kart series]], as a way of achieving [[Player Balance]] by masking [[Balancing Effects]] that giving trailing players better [[Power-Ups]]. [[Power-Ups]] [[Balancing Effects]],
    8 KB (1,216 words) - 20:41, 5 July 2015
  • ...eing able to rely on other players to provide the opposition (and possibly balancing by adjusting their comparativeness to the social situation).
    19 KB (2,687 words) - 15:06, 8 August 2015
  • ...may decide to act together against perceived leaders, creating a form of [[Balancing Effects]]. [[Balancing Effects]],
    10 KB (1,431 words) - 08:03, 14 August 2019
  • [[Handicap Systems]] provide [[Balancing Effects]] and can by this give all players a perceived chance of being able [[Balancing Effects]],
    7 KB (1,061 words) - 07:58, 8 August 2015
  • ...cal approaches are to introduce [[New Abilities]], [[Ability Losses]] or [[Balancing Effects]] either to provide [[Varied Gameplay]] or to provide [[Player Bala [[Ability Losses]], [[Balancing Effects]],
    8 KB (1,257 words) - 12:01, 6 April 2018
  • ...evel of difficulty. This modulation of player chance can be used to give [[Balancing Effects]] so that [[Player Balance]] is achieved between players or [[Chall [[Balancing Effects]],
    19 KB (2,776 words) - 07:11, 8 April 2022
  • ...|Resource]] flow needs to be handled for other purposes as well, including balancing the value of the various kinds of [[Resources]] against each other and ensu
    15 KB (2,038 words) - 10:37, 23 November 2015
  • ...y however be limits on how much of a resource can be collected, either for balancing purposes or for practical issues of having to provide enough physical token ...tive Feedback Loops]] and thereby be used as a form of [[Balancing Effects|Balancing Effect]]. Related, they can limit [[Resource Competition]] since each playe
    6 KB (933 words) - 13:22, 1 April 2022
  • ...ffects]] opens up some additional design possibilities. One is to create [[Balancing Effects]] between different actions by having the more powerful actions tak [[Balancing Effects]],
    7 KB (1,024 words) - 17:00, 8 July 2016
  • ...esource Generators]] inside such [[Safe Havens]] can further enhance the [[Balancing Effects]] of them. [[Balancing Effects]],
    8 KB (1,191 words) - 13:31, 26 March 2018
  • ...o the game design, and there exist some options. The most obvious one is [[Balancing Effects]] but another is to use either [[Back-to-Back Game Sessions]] or [[ ...ke [[Player Balance]] difficult to achieve in games, unless modulated by [[Balancing Effects]] or having extensive play testing to ensure that no imbalance actu
    10 KB (1,491 words) - 17:49, 13 March 2018
  • ...nly these are applied to [[Privileged Abilities]] (for [[Balancing Effects|Balancing]] purposes), [[Tools]] and [[Installations]]. A use of [[Cooldown]] common ...xt (quite often [[Privileged Abilities]]) they provide a general form of [[Balancing Effects]].
    6 KB (902 words) - 13:15, 26 August 2015
  • ...y be denied the use of [[Conditional Passageways]] as a way of providing [[Balancing Effects]] (through forcing the [[Vehicles]] to be abandoned if they wish to ...linked to the loss of [[Lives]] if these are used in games. Another way of balancing the effects of [[Vehicles]] in gameplay, which also can be used to promote
    9 KB (1,218 words) - 13:52, 21 July 2016
  • .... In games with [[Game Masters]], they can tailor the [[Loot]] to having [[Balancing Effects]] or support [[Narration Structures]], and the fourth edition of [[
    7 KB (935 words) - 08:34, 3 September 2016
  • ...teract with in case produce the same problem. This makes using [[Props]] a balancing act for game designers, one needs to have sufficient amounts of [[Props]] i
    9 KB (1,280 words) - 13:47, 21 July 2016
  • ...e them be affected by [[Deterioration]]. For providing [[Trade-Offs]] or [[Balancing Effects]], [[Armor]] can modulating [[Skills]] or [[Attributes]] by giving [[Balancing Effects]],
    5 KB (800 words) - 12:44, 24 August 2015
  • .... [[Character Development]], especially of [[Skills]], can be limited by [[Balancing Effects]] such as [[Diminishing Returns]] to modulate the increase rates ov [[Balancing Effects]],
    14 KB (1,906 words) - 21:27, 18 March 2018
  • [[Category:Balancing Patterns]] ...sed to take a certain amount of time. One way of doing so is introducing [[Balancing Effects]] - giving those that have an advantageous position disadvantages a
    14 KB (1,988 words) - 12:41, 18 October 2022
  • ...increase the chance of the other vehicles catching up, or have this as an balancing option. ...me World Navigation]] more difficult, and can be important components of [[Balancing Effects]] and [[Handicap Systems]] in [[Races]]. They also make [[Evade]] g
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  • ...t actions are used (heavily affected by how many points are available) but balancing the selection of actions can also be accomplished by introducing [[No-Use B [[Budgeted Action Points]] can have [[Balancing Effects]] on powerful abilities since these may cost more points and not be
    11 KB (1,542 words) - 08:02, 27 July 2015
  • ...ith [[Drop-In/Drop-Out]] gameplay. In this case, they can either provide [[Balancing Effects]] (such as [[Invulnerabilities]]) or give them an [[Exaggerated Per ...ing players have an [[Exaggerated Perception of Influence]] or to create [[Balancing Effects]] between them and the other players.
    6 KB (895 words) - 11:35, 14 July 2011
  • ...occur if players engaged in [[Competition]] can gain access to the same or balancing [[Privileged Abilities]], especially if there are series of [[Privileged Ab
    20 KB (2,786 words) - 12:50, 18 March 2018
  • ...r [[Abilities]] into [[Decreased Abilities]]. Another way of introducing [[Balancing Effects]] is to include [[Diminishing Returns]] so that players with powerf ...ated Game Facilitators]] or impartial rule systems) they may function as [[Balancing Effects]].
    13 KB (1,726 words) - 11:52, 21 March 2018
  • ...n be simply penalties, the effects of hostile actions, or various types of balancing effects. ...r providing [[Improved Abilities]] in other areas can be used to achieve [[Balancing Effects]]. [[Time Limits]] can also be used for this reason together with [
    8 KB (1,119 words) - 09:40, 2 August 2015
  • ...pular, it can also be part of [[Evolving Rule Sets]] in order to provide [[Balancing Effects]] between different strategies. ...[Privileged Abilities]], the losses can affirm [[Player Balance]] and be [[Balancing Effects]] if explicitly designed into the game. When [[Ability Losses]] are
    11 KB (1,515 words) - 16:27, 30 July 2016
  • ...[New Abilities]] - as is often done with [[Power-Ups]] - is a third way of balancing [[New Abilities]]. [[New Abilities]] can provide [[Balancing Effects]] when whom they are given to and what actions are given is based u
    14 KB (2,006 words) - 11:51, 21 March 2018
  • ...ounter these advantages with various [[Balancing Effects]]. Two specific [[Balancing Effects]] are worth mentioning since they relate more directly to turn orde [[Balancing Effects]],
    4 KB (563 words) - 21:22, 26 July 2015
  • ...ready existing [[Meta Games]] such as [[Tournaments]]. Besides providing [[Balancing Effects]] they may, especially in games with [[Asymmetric Starting Conditio [[Balancing Effects]],
    4 KB (528 words) - 14:17, 14 June 2014
  • ...tarting Conditions]] that [[First Player Advantages]] give they can have [[Balancing Effects]] on games. They can however set up [[Flip-Flop Events]] so that t [[Balancing Effects]],
    4 KB (681 words) - 08:49, 4 September 2016
  • ...and the (potential) gains received from doing so. This can also provide [[Balancing Effects]] since the usefulness of powerful [[Equipment]] becomes limited. [[Balancing Effects]],
    5 KB (762 words) - 06:33, 13 September 2014
  • ...often done so [[Symmetry]] between the [[Teams]] are achieved, this as a [[Balancing Effects]].
    6 KB (847 words) - 09:32, 21 September 2016
  • ...esign options exist that can help [[Spawning]] players through providing [[Balancing Effects]]: letting them have [[Invulnerabilities]] as [[Temporary Abilities [[Balancing Effects]],
    10 KB (1,398 words) - 09:21, 21 September 2016
  • One reason to using [[Invulnerabilities]] as [[Balancing Effects]] when players are disadvantaged. One reoccurring case for this is [[Balancing Effects]]
    7 KB (946 words) - 19:32, 9 September 2014
  • ...erabilities]] of the other side without any matching weaknesses or other [[Balancing Effects]] easily leads to [[Repeated Domination]].
    6 KB (850 words) - 20:54, 26 March 2018
  • ...ks to enter most buildings in the [[Battlefield series]]), this provides [[Balancing Effects]] by requiring that all combatants are pedestrians inside buildings [[Balancing Effects]]
    7 KB (999 words) - 08:26, 12 August 2015
  • ...r attacking [[Enemies]] deeper down in the dungeon. While these types of [[Balancing Effects]] are really only needed in the beginning of games, most games that [[Balancing Effects]]
    4 KB (655 words) - 12:05, 20 March 2018
  • ...an cause problems with [[Player Balance]] which may be avoided by having [[Balancing Effects]] encoded into the algorithms (the [[Civilization (video game) seri
    6 KB (880 words) - 21:48, 19 March 2018
  • ...ers may make [[Races]] uninteresting. This can be avoided by introducing [[Balancing Effects]] during gameplay through having [[Negative Feedback Loops]] or pro [[Balancing Effects]],
    12 KB (1,789 words) - 07:50, 27 September 2016
  • ...cter Skill Composites]]. As such, they can both support and work against [[Balancing Effects]] in [[Multiplayer Games]]. Since they increase players' effectiven [[Balancing Effects]],
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  • ...s is however often a side effect of trying to create [[Player Balance]] by balancing the different [[Weapons]] against each other, most often trying to reduce t
    7 KB (972 words) - 13:08, 24 August 2015
  • ...terns that can work for [[Player Balance]] in games with [[PvP]] include [[Balancing Effects]], [[Drafting]], [[Evolving Rule Sets]], [[Dynamic Difficulty Adjus ==== with [[Balancing Effects]], [[Drafting]], [[Evolving Rule Sets]], [[Dynamic Difficulty Adjus
    7 KB (1,027 words) - 18:51, 3 August 2015
  • [[Balancing Effects]] and [[Negative Feedback Loops]] can directly affect the actual ch [[Balancing Effects]],
    7 KB (1,057 words) - 13:06, 6 September 2016
  • ...can limit the maximum [[Resources]] one can have (which may have a slight balancing effect) while [[Steadily Decreasing Resources]] or [[Time Limits]] on how l As a balancing factor, [[Resources]] can be placed on unused actions in games where player
    19 KB (2,668 words) - 13:27, 1 April 2022
  • [[Category:Balancing Patterns]] ...engage in [[Beat the Leader]] activities to perform a [[Balancing Effects|Balancing Effect]] that pushes players towards [[Tied Results]] and [[Player Balance]
    6 KB (905 words) - 13:31, 6 April 2018
  • ...c of each game, but avoiding [[Kingmaker]] effects is a primary concern. [[Balancing Effects]] may be used to compensate for imbalanced that may occur when a pl [[Balancing Effects]]
    4 KB (569 words) - 14:28, 27 July 2015
  • [[Balancing Effects]], [[Beat the Leader]], and [[Player-Decided Distributions]] all st [[Balancing Effects]],
    6 KB (872 words) - 09:01, 1 October 2016
  • ...nteresting to consider for a [[Middlegame]] phase than for other phases. [[Balancing Effects]] make most sense to apply here since they are mostly irrelevant be [[Balancing Effects]],
    3 KB (390 words) - 10:30, 27 July 2015
  • [[Balancing Effects]], [[Drafting]], ==== with [[Balancing Effects]], [[Drafting]], [[Evolving Rule Sets]], [[Dynamic Difficulty Adjus
    4 KB (541 words) - 19:38, 31 July 2015
  • ...to create [[Team Balance]] during or just before gameplay begins include [[Balancing Effects]], [[Dynamic Difficulty Adjustment]], [[Handicap Systems]], [[Negat [[TvT]] and either [[Balancing Effects]], [[Drafting]],
    5 KB (656 words) - 09:46, 4 April 2018
  • ...e to create a sense of [[Togetherness]] between them. This can also have [[Balancing Effects]] if the distribution by the system or players give the best [[Rewa [[Balancing Effects]],
    5 KB (667 words) - 18:39, 22 September 2015
  • ...geous positions try to achieve them, [[Illusionary Rewards]] can provide [[Balancing Effects]] between the players. [[Balancing Effects]],
    4 KB (605 words) - 07:50, 9 August 2015
  • ...they can have [[Diminishing Returns]] or be [[Increasing Rewards]] to suit balancing needs or the wanted gameplay arc. Fourth, they can be combined with [[Extra
    11 KB (1,541 words) - 14:32, 17 March 2018
  • ...game, there are some design features that can work against it occurring. [[Balancing Effects]], [[Randomness]], and [[Uncertainty of Outcome]] works against [[P ...er]] possibilities work against [[Player Balance]] and therefore against [[Balancing Effects]] as well.
    4 KB (588 words) - 15:32, 21 March 2018
  • ...nd [[Randomness]] can put in question if making an effort is worthwhile. [[Balancing Effects]], [[Dynamic Difficulty Adjustment]], and [[Fudged Results]] can do [[Balancing Effects]],
    13 KB (1,923 words) - 13:12, 1 April 2022
  • ...cause [[Analysis Paralysis]] but can also in [[Multiplayer Games]] have [[Balancing Effects]] if either [[Player Decided Results]] or [[Player-Decided Distribu [[Balancing Effects]]
    9 KB (1,147 words) - 07:49, 19 July 2016
  • ...etween two different strategies, it can have a form of [[Balancing Effects|Balancing Effect]]. A potentially negative effect of [[Trade-Offs]] is that they can [[Balancing Effects]],
    9 KB (1,208 words) - 10:55, 18 March 2018
  • ...hem do this by limiting the effects of player skills, e.g. [[Auto-Aim]], [[Balancing Effects]], and [[Randomness]] (and thereby [[Luck]]). This category of desi [[Balancing Effects]],
    17 KB (2,359 words) - 08:01, 14 August 2019
  • ...of the game state over time. This is often done to provide players with [[Balancing Effects]] or [[Dynamic Difficulty Adjustment]], which can also provide subt ...s in general may be more difficult to perceive. For the same reason, the [[Balancing Effects]] that [[Negative Feedback Loops]] can have make them useful to sup
    6 KB (914 words) - 13:21, 6 September 2016
  • ...erent ways. For example, [[Selectable Set of Goals]] can be used to give [[Balancing Effects]] in [[Multiplayer Games]] or games where a player competes against [[Balancing Effects]],
    10 KB (1,537 words) - 10:55, 16 February 2018
  • ...goal of defeating the opponents. Much of the skill in those games lies in balancing the struggle towards the different [[Supporting Goals]] so that the chances
    9 KB (1,309 words) - 10:14, 16 March 2018
  • [[Category:Balancing Patterns]] ...eelings if the design structures in place are good enough (or too good) at balancing the fortunes of all players.''
    16 KB (2,264 words) - 09:09, 8 April 2022
  • ...my in whoever does satisfy it. This provides a form of [[Balancing Effects|Balancing Effect]]. This, and the fact that [[King of the Hill]] goals promote [[Comp [[Balancing Effects]],
    5 KB (719 words) - 08:42, 23 February 2023