Difference between revisions of "Penalties"
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== Relations == | == Relations == | ||
− | + | [[Alarms]], | |
+ | [[Maneuvering]], | ||
+ | [[Roleplaying]], | ||
+ | [[Left 4 Dead series]], | ||
+ | [[Space Alert]], | ||
+ | [[Time Limits]], | ||
+ | [[Randomness]], | ||
+ | [[Tension]], | ||
+ | [[Challenging Gameplay]], | ||
+ | [[Exaggerated Perception of Influence]], | ||
+ | [[Avatars]], | ||
+ | [[Units]], | ||
+ | [[Combos]], | ||
+ | [[Turn-Based Games]], | ||
+ | [[Characters]], | ||
+ | [[Experimenting]], | ||
+ | [[Enemies]], | ||
+ | [[Freedom of Choice]], | ||
+ | [[Late Arriving Players]], | ||
+ | [[Social Dilemmas]], | ||
+ | [[Quick Travel]], | ||
+ | [[Actions Have Diegetically Social Consequences]], | ||
+ | [[Enforced Agent Behavior]], | ||
+ | [[Factions]], | ||
+ | [[Extra-Game Consequences]], | ||
+ | [[Internal Rivalry]], | ||
+ | [[Loyalty]], | ||
+ | [[Power-Ups]], | ||
+ | [[Cutscenes]], | ||
+ | [[Parallel Lives]], | ||
+ | [[Single-Player Games]], | ||
+ | [[Ephemeral Goals]], | ||
+ | [[Capture]], | ||
+ | [[Altruistic Actions]], | ||
+ | [[Ephemeral Events]], | ||
+ | [[No-Ops]], | ||
+ | [[Delayed Reciprocity]], | ||
+ | [[Arithmetic Progression]], | ||
+ | [[Collaborative Actions]], | ||
+ | [[Geometric Progression]], | ||
+ | [[Resource Caps]], | ||
+ | [[Anonymous Actions]], | ||
+ | [[Safe Havens]], | ||
+ | [[Helplessness]], | ||
+ | [[Quests]], | ||
+ | [[Loot]], | ||
+ | [[Destructible Objects]], | ||
+ | [[Traps]], | ||
+ | [[Balancing Effects]], | ||
+ | [[Thematic Consistency]], | ||
+ | [[Strategic Knowledge]], | ||
+ | [[Predictable Consequences]], | ||
+ | [[Movement]], | ||
+ | [[Movement Limitations]], | ||
+ | [[Abilities]], | ||
+ | [[Privileged Abilities]], | ||
+ | [[Decreased Abilities]], | ||
+ | [[Ability Losses]], | ||
+ | [[New Abilities]], | ||
+ | [[Lives]], | ||
+ | [[Player Killing]], | ||
+ | [[Death Consequences]], | ||
+ | [[Spawning]], | ||
+ | [[Area Control]], | ||
+ | [[Combat]], | ||
+ | [[Damage]], | ||
+ | [[Hands]], | ||
+ | [[Puzzle Solving]], | ||
+ | [[Critical Hits]], | ||
+ | [[Quick Time Events]], | ||
+ | [[Stealth]], | ||
+ | [[Evade]], | ||
+ | [[Turnovers]], | ||
+ | [[Spectators]], | ||
+ | [[Resources]], | ||
+ | [[Critical Misses]], | ||
+ | [[Critical Failures]], | ||
+ | [[Scores]], | ||
+ | [[Winning by Ending Gameplay]], | ||
+ | [[Tiebreakers]], | ||
+ | [[Tied Results]], | ||
+ | [[Downtime]], | ||
+ | [[Attention Demanding Gameplay]], | ||
+ | [[Game Time Manipulation]], | ||
+ | [[Save-Load Cycles]], | ||
+ | [[Eliminate]], | ||
+ | [[Teams]], | ||
+ | [[Mutual Goals]], | ||
+ | [[Shared Penalties]], | ||
+ | [[Shared Resources]], | ||
+ | [[Rewards]], | ||
+ | [[Individual Penalties]], | ||
+ | [[Setback Penalties]], | ||
+ | [[Game Termination Penalties]], | ||
+ | [[Life Penalties]], | ||
+ | [[Sustenance Rewards]], | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 06:55, 25 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
Alarms, Maneuvering, Roleplaying, Left 4 Dead series, Space Alert, Time Limits, Randomness, Tension, Challenging Gameplay, Exaggerated Perception of Influence, Avatars, Units, Combos, Turn-Based Games, Characters, Experimenting, Enemies, Freedom of Choice, Late Arriving Players, Social Dilemmas, Quick Travel, Actions Have Diegetically Social Consequences, Enforced Agent Behavior, Factions, Extra-Game Consequences, Internal Rivalry, Loyalty, Power-Ups, Cutscenes, Parallel Lives, Single-Player Games, Ephemeral Goals, Capture, Altruistic Actions, Ephemeral Events, No-Ops, Delayed Reciprocity, Arithmetic Progression, Collaborative Actions, Geometric Progression, Resource Caps, Anonymous Actions, Safe Havens, Helplessness, Quests, Loot, Destructible Objects, Traps, Balancing Effects, Thematic Consistency, Strategic Knowledge, Predictable Consequences, Movement, Movement Limitations, Abilities, Privileged Abilities, Decreased Abilities, Ability Losses, New Abilities, Lives, Player Killing, Death Consequences, Spawning, Area Control, Combat, Damage, Hands, Puzzle Solving, Critical Hits, Quick Time Events, Stealth, Evade, Turnovers, Spectators, Resources, Critical Misses, Critical Failures, Scores, Winning by Ending Gameplay, Tiebreakers, Tied Results, Downtime, Attention Demanding Gameplay, Game Time Manipulation, Save-Load Cycles, Eliminate, Teams, Mutual Goals, Shared Penalties, Shared Resources, Rewards, Individual Penalties, Setback Penalties, Game Termination Penalties, Life Penalties, Sustenance Rewards,
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern 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
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