Team Balance: Difference between revisions
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== Relations == | == Relations == | ||
Instantiates: | Instantiates: [[Perceived Chance to Succeed]] | ||
Modulates: Competence Areas, Collaborative Actions | Modulates: [[Competence Areas]], [[Collaborative Actions]] | ||
Instantiated by: Symmetry, Player Balance, | Instantiated by: [[Symmetry]], [[Player Balance]], [[Handicaps]] | ||
Modulated by: Team Development, Player Killing, Spawning, Orthogonal | Modulated by: [[Team Development]], [[Player Killing]], [[Spawning]], [[Orthogonal Differentiation]] | ||
Potentially conflicting with: Competence Areas, Player Decided Results, Empowerment, Team Development | Potentially conflicting with: [[Competence Areas]], [[Player Decided Results]], [[Empowerment]], [[Team Development]] | ||
[[Drop-In/Drop-Out]] | [[Drop-In/Drop-Out]] | ||
Revision as of 14:04, 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
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, 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 Galleries New Abilities Player Killing Death Consequences Damage Health Invulnerabilities
Can Instantiate
-
Can Modulate
Can Be Instantiated By
Multiplayer Games with TvT and either Balancing Effects or Dynamic Difficulty Adjustment
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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
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