Difference between revisions of "Shared Penalties"
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== Using the pattern == | == Using the pattern == | ||
− | [[Shared Penalties]] can be used for several purposes. One is to give players the [[Mutual Goals]] of avoiding them and another is to attached them to already existing [[Mutual Goals]] to make them more important. If [[Shared Penalties]] can be the result of failing [[Collaborative Actions]], the combination makes players have [[Committed Goals]]. They are one essential part of creating [[Teams]] (the other being [[Shared Rewards]]). They can also be used to strengthen the ties of [[Alliances]] or [[Social Organizations]] as well as being the basis for many types of [[Social Dilemmas]]. | + | [[Shared Penalties]] can be used for several purposes. One is to give players the [[Mutual Goals]] of avoiding them and another is to attached them to already existing [[Mutual Goals]] to make them more important. If [[Shared Penalties]] can be the result of failing [[Collaborative Actions]], the combination makes players have [[Committed Goals]]. They are one essential part of creating [[Teams]] (the other being [[Shared Rewards]]). They can also be used to strengthen the ties of [[Alliances]] or [[Social Organizations]] as well as being the basis for many types of [[Social Dilemmas]]. Sometimes [[Shared Penalties]] are simply the effect of [[Tied Results]] (which can be avoid through using [[Tiebreakers]]). |
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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[[Factions]], | [[Factions]], | ||
[[Team Elimination]], | [[Team Elimination]], | ||
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− | + | [[Shared Penalties]] can be modified in a couple of different ways. First of all, the [[Penalties]] may be applied to [[Shared Resources]]. Second | |
− | [[Negotiation]], | + | it might be possible [[Negotiation]] if and when the [[Shared Penalties]] should be taken, and this can be taken even further be having [[Player-Decided Distributions]] of the [[Shared Penalties]]. |
− | [[Player-Decided Distributions]] | + | |
− | [[Shared | + | |
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
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[[Exaggerated Perception of Influence]], | [[Exaggerated Perception of Influence]], | ||
[[Individual Penalties]], | [[Individual Penalties]], | ||
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=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 15:34, 7 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Shared Penalties can be used for several purposes. One is to give players the Mutual Goals of avoiding them and another is to attached them to already existing Mutual Goals to make them more important. If Shared Penalties can be the result of failing Collaborative Actions, the combination makes players have Committed Goals. They are one essential part of creating Teams (the other being Shared Rewards). They can also be used to strengthen the ties of Alliances or Social Organizations as well as being the basis for many types of Social Dilemmas. Sometimes Shared Penalties are simply the effect of Tied Results (which can be avoid through using Tiebreakers).
Can Be Instantiated By
Shared Penalties can be modified in a couple of different ways. First of all, the Penalties may be applied to Shared Resources. Second
it might be possible Negotiation if and when the Shared Penalties should be taken, and this can be taken even further be having Player-Decided Distributions of the Shared Penalties.
Potentially Conflicting With
Altruistic Actions, Exaggerated Perception of Influence, Individual Penalties,
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Shared Penalties are obviously Penalties. Experiencing them together with other can give these people the sense of Togetherness. Handling how to manage or distribute them, or when they may be acceptable to take, may define a Social Role.
Relations
Can Instantiate
Mutual Goals, Penalties, Social Dilemmas, Social Roles, Teams, Togetherness
with Collaborative Actions
Can Modulate
Alliances, Mutual Goals, Social Organizations
Can Be Instantiated By
Collaborative Actions, Factions, Team Elimination, Tied Results
Can Be Modulated By
Negotiation, Player-Decided Distributions, Shared Resources
Possible Closure Effects
-
Potentially Conflicting With
Altruistic Actions, Exaggerated Perception of Influence, Individual Penalties, Tiebreakers
History
An updated version of the pattern Shared Penalties that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-