Team Balance

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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,

Can Instantiate

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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

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Possible Closure Effects

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Potentially Conflicting With

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