Difference between revisions of "Penalties"
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=== Examples === | === Examples === | ||
+ | [[Left 4 Dead series]], | ||
+ | |||
+ | [[Monopoly]] | ||
+ | |||
+ | [[Chess]] | ||
+ | |||
+ | [[Pac-Man]] | ||
+ | [[Asteroids]] | ||
+ | |||
+ | [[Dungeons & Dragons]] | ||
− | + | [[Super Mario series]] | |
− | + | ||
== Using the pattern == | == Using the pattern == | ||
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[[Alarms]], | [[Alarms]], | ||
[[Maneuvering]], | [[Maneuvering]], | ||
− | |||
[[Space Alert]], | [[Space Alert]], | ||
[[Time Limits]], | [[Time Limits]], | ||
Line 38: | Line 46: | ||
[[Combos]], | [[Combos]], | ||
[[Turn-Based Games]], | [[Turn-Based Games]], | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
=== Can Instantiate === | === Can Instantiate === | ||
Line 76: | Line 77: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Ability Losses]], | [[Ability Losses]], | ||
+ | [[Actions Have Diegetically Social Consequences]], | ||
[[Area Control]], | [[Area Control]], | ||
[[Critical Failures]], | [[Critical Failures]], | ||
Line 85: | Line 87: | ||
[[Downtime]], | [[Downtime]], | ||
[[Eliminate]], | [[Eliminate]], | ||
+ | [[Enemies]], | ||
[[Factions]], | [[Factions]], | ||
[[Game Termination Penalties]], | [[Game Termination Penalties]], | ||
Line 92: | Line 95: | ||
[[No-Ops]], | [[No-Ops]], | ||
[[Life Penalties]], | [[Life Penalties]], | ||
+ | [[Quick Travel]], | ||
[[Resource Caps]], | [[Resource Caps]], | ||
[[Setback Penalties]], | [[Setback Penalties]], |
Revision as of 13:17, 25 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Alarms, Maneuvering, Space Alert, Time Limits, Randomness, Tension, Challenging Gameplay, Exaggerated Perception of Influence, Combos, Turn-Based Games,
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, Actions Have Diegetically Social Consequences, Area Control, Critical Failures, Critical Hits, Critical Misses, Damage, Death Consequences, Decreased Abilities, Downtime, Eliminate, Enemies, Factions, Game Termination Penalties, Helplessness, Movement Limitations, New Abilities, No-Ops, Life Penalties, Quick Travel, 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
-