Difference between revisions of "Death Consequences"

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[[Category:Stub]]
 
[[Category:Stub]]
 
''The event of avatars or characters dying.''
 
''The event of avatars or characters dying.''
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Games often provide dangerous environments for the avatars, characters, and units that players control. These may be eliminate from gameplay
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
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== Using the pattern ==
 
== Using the pattern ==
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, typically done through [[Ability Losses]], [[Decreased Abilities]], or reduced [[Scores]]. [[Ability Losses]] and [[Decreased Abilities]] can be given easy diegetic explanations in games using [[Equipment]] such as [[Armor]], [[Tools]], and [[Weapons]] by making players lose these when they lose [[Lives]]. A specific design issue related to loss of [[Lives]] exists when the [[Lives]] are linked to [[Avatars]]. This is that [[Spawning]] of the [[Avatars]] needs to be done to reintroduce them into the [[Game Worlds]]. The location where [[Avatars]] respawns can be the point of death, which provides continuation but may have [[Player Balance]] problems since the cause of death may still be present. [[Avatars]] may also spawn in  random locations in the [[Game Worlds]] or by randomly choosing one point from a small set of [[Spawn Points]]. Even if [[Avatars]] are not respawned where they died, this location can still be interesting to return to if the [[Equipment]] lost when dying can be found there.
 
, typically done through [[Ability Losses]], [[Decreased Abilities]], or reduced [[Scores]]. [[Ability Losses]] and [[Decreased Abilities]] can be given easy diegetic explanations in games using [[Equipment]] such as [[Armor]], [[Tools]], and [[Weapons]] by making players lose these when they lose [[Lives]]. A specific design issue related to loss of [[Lives]] exists when the [[Lives]] are linked to [[Avatars]]. This is that [[Spawning]] of the [[Avatars]] needs to be done to reintroduce them into the [[Game Worlds]]. The location where [[Avatars]] respawns can be the point of death, which provides continuation but may have [[Player Balance]] problems since the cause of death may still be present. [[Avatars]] may also spawn in  random locations in the [[Game Worlds]] or by randomly choosing one point from a small set of [[Spawn Points]]. Even if [[Avatars]] are not respawned where they died, this location can still be interesting to return to if the [[Equipment]] lost when dying can be found there.
  
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== Acknowledgements ==
 
== Acknowledgements ==
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Karl Bergström

Revision as of 09:39, 7 July 2011

The event of avatars or characters dying.

Games often provide dangerous environments for the avatars, characters, and units that players control. These may be eliminate from gameplay

This pattern is a still a stub.

Examples

Using the pattern

, typically done through Ability Losses, Decreased Abilities, or reduced Scores. Ability Losses and Decreased Abilities can be given easy diegetic explanations in games using Equipment such as Armor, Tools, and Weapons by making players lose these when they lose Lives. A specific design issue related to loss of Lives exists when the Lives are linked to Avatars. This is that Spawning of the Avatars needs to be done to reintroduce them into the Game Worlds. The location where Avatars respawns can be the point of death, which provides continuation but may have Player Balance problems since the cause of death may still be present. Avatars may also spawn in random locations in the Game Worlds or by randomly choosing one point from a small set of Spawn Points. Even if Avatars are not respawned where they died, this location can still be interesting to return to if the Equipment lost when dying can be found there.

Decreased Abilities, Ability Losses, and they might lose Ownership of Tools and other items they possess at the time of killing. Other possibilities include forced Downtime or limitations to the number of times a player can respawn due to the use of Lives.

Permadeaths are Deaths that directly lead to Player Elimination and Game Over. For this reason this subtype of Deaths is not compatible with Lives.

Deaths can be used as a method of keeping Score in both games with Team Play, as in games with Team Elimination, and without Team Play.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with Equipment

Temporary Abilities

Can Modulate

Lives, Player Killing

Can Be Instantiated By

Permadeaths

Can Be Modulated By

Ability Losses, Decreased Abilities, Equipment, Scores, Spawn Points, Spawning

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

Karl Bergström