Difference between revisions of "Life Penalties"

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(Relations)
(Relations)
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[[Lives]]
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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]].
  
[[Death Consequences]]
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[[Character Levels]],
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[[Equipment]],
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[[Experience Points]],
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[[Money]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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=== Can Modulate ===
 
=== Can Modulate ===
[[Character Levels]],  
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[[Death Consequences]],  
[[Equipment]],
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[[Lives]]
[[Experience Points]],
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[[Money]]
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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.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

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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

Death Consequences, Lives

Can Be Instantiated By

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Can Be Modulated By

Fudged Results

Possible Closure Effects

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Potentially Conflicting With

Fudged Results

History

New pattern created in this wiki. However it is based on the concept "Life punishment" introduced by Juul[1].

References

  1. 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

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