Difference between revisions of "Team Balance"

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(Using the pattern)
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[[Invulnerabilities]],  
 
[[Invulnerabilities]],  
 
[[Late Arriving Players]],  
 
[[Late Arriving Players]],  
[[Multiplayer Games]],
 
 
[[New Abilities]],  
 
[[New Abilities]],  
 
[[Orthogonal Differentiation]],  
 
[[Orthogonal Differentiation]],  
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[[Team Development]]  
 
[[Team Development]]  
  
[[Multiplayer Games]] with [[TvT]] and either [[Balancing Effects]], [[Dynamic Difficulty Adjustment]], or [[Handicap Systems]]
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[[TvT]] and either [[Balancing Effects]], [[Dynamic Difficulty Adjustment]], or [[Handicap Systems]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Invulnerabilities]],  
 
[[Invulnerabilities]],  
 
[[Late Arriving Players]],  
 
[[Late Arriving Players]],  
[[Multiplayer Games]],
 
 
[[New Abilities]],  
 
[[New Abilities]],  
 
[[Orthogonal Differentiation]],  
 
[[Orthogonal Differentiation]],  

Revision as of 18:36, 31 July 2015

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

This pattern is a still a stub.

Examples

Ice Hockey

Left 4 Dead series

Anti-Examples

optional

Using the pattern

Team Balance is used to balance Teams in games that have TvT gameplay.

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.

Can Be Instantiated By

Drafting, Evolving Rule Sets, Orthogonal Differentiation, Self-Facilitated Games, Symmetry, Team Development

Patterns which can effectively be used to create Team Balance include Balancing Effects, Dynamic Difficulty Adjustment, or Handicap Systems.

Potentially Conflicting With

AI Players, Drop-In/Drop-Out, Empowerment, Invulnerabilities, Late Arriving Players, New Abilities, Orthogonal Differentiation, Player Killing, Player-Decided Results, Privileged Abilities, Team Development

Consequences

The presence of Team Balance gives players a Determinable Chance to Succeed roughly dependent on the number of Teams.

Relations

Can Instantiate

Determinable Chance to Succeed

Can Modulate

Teams, TvT

Can Be Instantiated By

Drafting, Evolving Rule Sets, Orthogonal Differentiation, Self-Facilitated Games, Symmetry, Team Development

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, New Abilities, Orthogonal Differentiation, 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

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