Difference between revisions of "Penalties"
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[[Actions Have Diegetically Social Consequences]], | [[Actions Have Diegetically Social Consequences]], | ||
[[Enforced Agent Behavior]], | [[Enforced Agent Behavior]], | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Destructible Objects]], | [[Destructible Objects]], | ||
+ | [[Ephemeral Events]], | ||
[[Safe Havens]], | [[Safe Havens]], | ||
[[Spectators]] | [[Spectators]] | ||
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==== with [[Anonymous Actions]] and [[Unmediated Social Interaction]] ==== | ==== with [[Anonymous Actions]] and [[Unmediated Social Interaction]] ==== | ||
[[Roleplaying]] | [[Roleplaying]] | ||
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+ | ==== with [[Ephemeral Goals]] ==== | ||
+ | [[Committed Goals]] | ||
+ | |||
+ | ==== with [[Factions]] ==== | ||
+ | [[Outcast]] | ||
==== with [[Movement]] and either [[Avatars]], [[Characters]], or [[Units]] ==== | ==== with [[Movement]] and either [[Avatars]], [[Characters]], or [[Units]] ==== | ||
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=== Can Modulate === | === Can Modulate === | ||
[[Attention Demanding Gameplay]], | [[Attention Demanding Gameplay]], | ||
+ | [[Ephemeral Goals]], | ||
[[Player Killing]], | [[Player Killing]], | ||
[[Quick Time Events]], | [[Quick Time Events]], | ||
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[[Downtime]], | [[Downtime]], | ||
[[Eliminate]], | [[Eliminate]], | ||
+ | [[Factions]], | ||
[[Game Termination Penalties]], | [[Game Termination Penalties]], | ||
[[Helplessness]], | [[Helplessness]], | ||
[[Movement Limitations]], | [[Movement Limitations]], | ||
[[New Abilities]], | [[New Abilities]], | ||
+ | [[No-Ops]], | ||
[[Life Penalties]], | [[Life Penalties]], | ||
[[Resource Caps]], | [[Resource Caps]], | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Arithmetic Progression]], | [[Arithmetic Progression]], | ||
+ | [[Extra-Game Consequences]], | ||
[[Geometric Progression]], | [[Geometric Progression]], | ||
[[Individual Penalties]], | [[Individual Penalties]], | ||
[[Mutual Goals]], | [[Mutual Goals]], | ||
+ | [[Parallel Lives]], | ||
[[Predictable Consequences]], | [[Predictable Consequences]], | ||
[[Privileged Abilities]], | [[Privileged Abilities]], |
Revision as of 13:10, 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, Left 4 Dead series, Space Alert, Time Limits, Randomness, Tension, Challenging Gameplay, Exaggerated Perception of Influence, Combos, Turn-Based Games, Experimenting, Enemies, Freedom of Choice, Late Arriving Players, Social Dilemmas, Quick Travel, Actions Have Diegetically Social Consequences, Enforced Agent Behavior,
Can Instantiate
Destructible Objects, Ephemeral Events, Safe Havens, Spectators
with Anonymous Actions and Unmediated Social Interaction
with Ephemeral Goals
with Factions
with Movement and either Avatars, Characters, or Units
Can Modulate
Attention Demanding Gameplay, Ephemeral Goals, Player Killing, Quick Time Events, Scores, Resources, Rewards
Can Be Instantiated By
Ability Losses, Area Control, Critical Failures, Critical Hits, Critical Misses, Damage, Death Consequences, Decreased Abilities, Downtime, Eliminate, Factions, Game Termination Penalties, Helplessness, Movement Limitations, New Abilities, No-Ops, Life Penalties, Resource Caps, Setback Penalties, Traps, Turnovers
Committed Goals together with Quests
Game Time Manipulation together with Single-Player Games
Can Be Modulated By
Arithmetic Progression, Extra-Game Consequences, Geometric Progression, Individual Penalties, Mutual Goals, Parallel Lives, Predictable Consequences, Privileged Abilities, Shared Penalties, Shared Resources, Rewards
Characters together with Emotional Engrossment
Cutscenes in Single-Player Games
Possible Closure Effects
-
Potentially Conflicting With
Save-Load Cycles in Single-Player Games
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
-