Team Balance: Difference between revisions

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== Relations ==
== Relations ==
[[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 Instantiate ===

Revision as of 13:55, 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

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

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<ref name="Bjork & Holopainen 2004"/>.

References

<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>

Acknowledgements

-