Difference between revisions of "Life Penalties"
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− | [[Lives]] | + | The point of death is a natural point for switching places in games with [[Hotseating]]; this adds the additional [[Penalties|Penalty]] of [[Downtime]] to the player that lost a [[Lives|Life]]. |
− | [[ | + | [[Character Levels]], |
+ | [[Equipment]], | ||
+ | [[Experience Points]], | ||
+ | [[Money]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Modulate === | === Can Modulate === | ||
− | [[ | + | [[Death Consequences]], |
− | [[ | + | [[Lives]] |
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=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 13:44, 21 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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
check for more
The point of death is a natural point for switching places in games with Hotseating; this adds the additional Penalty of Downtime to the player that lost a Life.
Character Levels, Equipment, Experience Points, Money
Can Instantiate
Game Termination Penalties, Penalties, Spawning
Can Modulate
Can Be Instantiated By
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Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki. However it is based on the concept "Life punishment" introduced by Juul[1].
References
- ↑ Juul, J. (2009). Fear of Failing? The Many Meanings of Difficulty in Video Games. In Perron, B. & Wolf, M.J.P. (eds.): The Video Game Theory Reader 2, 2009.
Acknowledgements
-