Difference between revisions of "Penalties"
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== Using the pattern == | == Using the pattern == | ||
+ | |||
+ | === 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]], | ||
+ | [[Randomness]], | ||
+ | [[Rewards]] | ||
+ | |||
+ | [[Characters]] together with [[Emotional Engrossment]] | ||
+ | |||
+ | [[Cutscenes]] in [[Single-Player Games]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Destructible Objects]], | ||
+ | [[Ephemeral Events]], | ||
+ | [[Safe Havens]], | ||
+ | [[Spectators]], | ||
+ | [[Tension]] | ||
+ | |||
+ | ==== with [[Anonymous Actions]] and [[Unmediated Social Interaction]] ==== | ||
+ | [[Roleplaying]] | ||
+ | |||
+ | ==== with [[Ephemeral Goals]] ==== | ||
+ | [[Committed Goals]] | ||
+ | |||
+ | ==== with [[Factions]] ==== | ||
+ | [[Outcast]] | ||
+ | |||
+ | ==== with [[Movement]] and either [[Avatars]], [[Characters]], or [[Units]] ==== | ||
+ | [[Evade]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Attention Demanding Gameplay]], | ||
+ | [[Ephemeral Goals]], | ||
+ | [[Player Killing]], | ||
+ | [[Quick Time Events]], | ||
+ | [[Scores]], | ||
+ | [[Resources]], | ||
+ | [[Rewards]] | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Exaggerated Perception of Influence]], | ||
+ | [[Thematic Consistency]] | ||
+ | |||
+ | [[Save-Load Cycles]] in [[Single-Player Games]] | ||
== Relations == | == Relations == |
Revision as of 11:30, 27 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
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, Randomness, Rewards
Characters together with Emotional Engrossment
Cutscenes in Single-Player Games
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Destructible Objects, Ephemeral Events, Safe Havens, Spectators, Tension
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
Potentially Conflicting With
Exaggerated Perception of Influence, Thematic Consistency
Save-Load Cycles in Single-Player Games
Relations
Can Instantiate
Destructible Objects, Ephemeral Events, Safe Havens, Spectators, Tension
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, Randomness, Rewards
Characters together with Emotional Engrossment
Cutscenes in Single-Player Games
Possible Closure Effects
-
Potentially Conflicting With
Exaggerated Perception of Influence, Thematic Consistency
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
-