Difference between revisions of "Team Balance"

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(Relations)
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Modulates: [[Collaborative Actions]]
 
Modulates: [[Collaborative Actions]]
  
Modulated by: [[Team Development]], [[Player Killing]], [[Spawning]], [[Orthogonal Differentiation]]
+
Modulated by: [[Player Killing]], [[Spawning]], [[Orthogonal Differentiation]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Evolving Rule Sets]],  
 
[[Evolving Rule Sets]],  
 
[[Self-Facilitated Games]],  
 
[[Self-Facilitated Games]],  
[[Symmetry]]  
+
[[Symmetry]],
 +
[[Team Development]]  
  
 
[[Multiplayer Games]] with [[TvT]] and either [[Balancing Effects]], [[Dynamic Difficulty Adjustment]], or [[Handicap Systems]]
 
[[Multiplayer Games]] with [[TvT]] and either [[Balancing Effects]], [[Dynamic Difficulty Adjustment]], or [[Handicap Systems]]
Line 66: Line 67:
 
[[Multiplayer Games]],  
 
[[Multiplayer Games]],  
 
[[New Abilities]],  
 
[[New Abilities]],  
 +
[[Player Killing]],
 
[[Player-Decided Results]],  
 
[[Player-Decided Results]],  
 
[[Privileged Abilities]],  
 
[[Privileged Abilities]],  

Revision as of 15:13, 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

Team Balance isn't typically created by Player Balance since the advantages which individual members provide to a Team can be offset by disadvantages that member of other members have in the same Team, advantages that members in other Teams provide, or external modifications applied to other Teams to balance out said advantages.

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Left 4 Dead series

Relations

Instantiates: Determinable Chance to Succeed

Modulates: Collaborative Actions

Modulated by: Player Killing, Spawning, Orthogonal Differentiation

Can Instantiate

-

Can Modulate

Teams, TvT

Can Be Instantiated By

Evolving Rule Sets, Self-Facilitated Games, Symmetry, Team Development

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 Killing, 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

-