Difference between revisions of "Team Development"

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(Consequences)
(Relations)
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==== with [[PvP]] ====
 
==== with [[PvP]] ====
 
[[Player Balance]]
 
[[Player Balance]]
 
==== with [[Teams]] ====
 
[[Improved Abilities]],
 
[[New Abilities]]
 
  
 
==== with [[TvT]] ====
 
==== with [[TvT]] ====
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Character Development]], [[Characteristics]], or [[Gameplay Mastery]] in games with [[Teams]]
+
[[Character Development]], [[Characteristics]], [[Gameplay Mastery]], [[Improved Abilities]], or [[New Abilities]] in games with [[Teams]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 10:27, 2 August 2015

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

This pattern is a still a stub.

Examples

Using the pattern

Can Be Instantiated By

Character Development, Characteristics, or Gameplay Mastery in games with Teams

Can Be Modulated By

Player-Planned Development

Consequences

Team Development lets Teams evolve over gameplay time. This quite clearly leads to Abstract Player Construct Development in the cases where these Teams are Abstract Player Constructs.

with Teams

Improved Abilities, New Abilities

Team Development affects both PvP and TvT gameplay regarding Team Balance. It can be used to both balance the powers of players within a team and balance teams against each other but this can be a fickle solution since Team Development can easily also emphasis existing imbalances.

Relations

Can Instantiate

Abstract Player Construct Development

with PvP

Player Balance

with TvT

Team Balance

Can Modulate

PvP, Teams, TvT

Can Be Instantiated By

Character Development, Characteristics, Gameplay Mastery, Improved Abilities, or New Abilities in games with Teams

Can Be Modulated By

Player-Planned Development

Possible Closure Effects

-

Potentially Conflicting With

Team Balance

History

An updated version of the pattern Team Development 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

-