Team Balance

From gdp3
Revision as of 13:56, 31 July 2015 by Staffan Björk (Talk | contribs) (Relations)

Jump to: navigation, search

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

Relations

Instantiates: Social Statuses, Perceived Chance to Succeed

Modulates: Competence Areas, Collaborative Actions

Instantiated by: Symmetry, Player Balance, Balancing Effects, Handicaps

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

Potentially conflicting with: Competence Areas, Player Decided Results, Empowerment, Team Development

Drop-In/Drop-Out Left 4 Dead series Time Limits Dynamic Difficulty Adjustment AI Players Freedom of Choice Multiplayer Games Late Arriving Players Self-Facilitated Games Handicap Systems Evolving Rule Sets Invites Balancing Effects Galleries New Abilities Player Killing Death Consequences Damage Health Invulnerabilities Teams

Can Instantiate

-

Can Modulate

TvT

Can Be Instantiated By

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

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

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

-