Difference between revisions of "Team Balance"

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(Relations)
(Relations)
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Potentially conflicting with: [[Competence Areas]], [[Player Decided Results]], [[Empowerment]], [[Team Development]]
 
Potentially conflicting with: [[Competence Areas]], [[Player Decided Results]], [[Empowerment]], [[Team Development]]
  
[[Multiplayer Games]]
 
[[Late Arriving Players]]
 
[[Self-Facilitated Games]]
 
 
[[Handicap Systems]]
 
[[Handicap Systems]]
 
[[Evolving Rule Sets]]
 
[[Evolving Rule Sets]]
Line 62: Line 59:
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Self-Facilitated Games]]
 +
 
[[Multiplayer Games]] with [[TvT]] and either [[Balancing Effects]] or [[Dynamic Difficulty Adjustment]]
 
[[Multiplayer Games]] with [[TvT]] and either [[Balancing Effects]] or [[Dynamic Difficulty Adjustment]]
  
Line 73: Line 72:
 
[[AI Players]],  
 
[[AI Players]],  
 
[[Drop-In/Drop-Out]],  
 
[[Drop-In/Drop-Out]],  
 +
[[Late Arriving Players]],
 +
[[Multiplayer Games]],
 
[[Privileged Abilities]]
 
[[Privileged Abilities]]
  

Revision as of 14:18, 31 July 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Left 4 Dead series

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, Team Development

Handicap Systems Evolving Rule Sets Invites Galleries New Abilities Player Killing Death Consequences Damage Health Invulnerabilities

Can Instantiate

-

Can Modulate

Teams, TvT

Can Be Instantiated By

Self-Facilitated Games

Multiplayer Games with TvT and either Balancing Effects or Dynamic Difficulty Adjustment

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

AI Players, Drop-In/Drop-Out, Late Arriving Players, Multiplayer Games, Privileged Abilities

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

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

Acknowledgements

-