Difference between revisions of "Team Balance"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
Instantiates: [[Perceived Chance to Succeed]]
+
Instantiates: [[Determinable Chance to Succeed]]
  
Modulates: [[Competence Areas]], [[Collaborative Actions]]
+
Modulates: [[Collaborative Actions]]
  
 
Instantiated by: [[Symmetry]], [[Player Balance]], [[Handicaps]]
 
Instantiated by: [[Symmetry]], [[Player Balance]], [[Handicaps]]
  
 
Modulated by: [[Team Development]], [[Player Killing]], [[Spawning]], [[Orthogonal Differentiation]]
 
Modulated by: [[Team Development]], [[Player Killing]], [[Spawning]], [[Orthogonal Differentiation]]
 
Potentially conflicting with: [[Competence Areas]], [[Empowerment]],
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[AI Players]],  
 
[[AI Players]],  
 
[[Drop-In/Drop-Out]],  
 
[[Drop-In/Drop-Out]],  
 +
[[Empowerment]],
 
[[Invulnerabilities]],  
 
[[Invulnerabilities]],  
 
[[Late Arriving Players]],  
 
[[Late Arriving Players]],  

Revision as of 15:02, 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: Determinable Chance to Succeed

Modulates: Collaborative Actions

Instantiated by: Symmetry, Player Balance, Handicaps

Modulated by: Team Development, Player Killing, Spawning, Orthogonal Differentiation

Can Instantiate

-

Can Modulate

Teams, TvT

Can Be Instantiated By

Evolving Rule Sets, Self-Facilitated Games

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

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

AI Players, Drop-In/Drop-Out, Empowerment, Invulnerabilities, Late Arriving Players, Multiplayer Games, New Abilities, Player-Decided Results, 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

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

Acknowledgements

-