Difference between revisions of "Shared Penalties"

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[[Category:Goal Patterns]]
 
[[Category:Goal Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Needs work]]
 
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
[[Category:Needs examples]]
 
 
[[Category:Needs references]]
 
[[Category:Needs references]]
[[Category:Patterns created on the Wiki]]
 
[[Category:Stub]]
 
 
[[Category:To be Published]]
 
[[Category:To be Published]]
[[Category:Staffan's current workpage]]
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''Penalties shared between some or all players for a failure to meet a requirement in a game.''
''The one-sentence "definition" that should be in italics.''
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This pattern is a still a stub.
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Games where players, willingly or by force, strive towards achieving common goals usually have [[Shared Penalties]] for failing those goals - in some cases the only common goal can be to avoid the [[Shared Penalties]]. These penalties may be the loss of common resources or the division of penalties between individual players but the penalties are treated as one penalty for failing one action or goal.
  
 
=== Examples ===
 
=== Examples ===
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Losing matches in [[Counter-Strike series|Counter-Strike]], [[Ice Hockey]], [[League of Legends]], and [[Soccer]] are all examples of [[Shared Penalties]]. In cooperative games such as [[Dead of Winter]], [[Lord of the Rings]], [[Pandemic]], and [[Space Alert]] the players can all lose if things go too bad, but also smaller setbacks can affect all players equally in some of the games.
  
==== Anti-Examples ====
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Game masters in [[:Category:Roleplaying Games|Roleplaying Games]] such as [[Dungeons & Dragons]] or [[Warhammer Fantasy Roleplay]] can apply penalties to all party if they fail with quests they have been given.
optional
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== Using the pattern ==
 
== Using the pattern ==
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[[Shared Penalties]] can be used for several purposes. One is to give players the [[Mutual Goals]] of avoiding them and another is to attach them to already existing [[Mutual Goals]] to make them more important. If [[Shared Penalties]] can be the result of failing [[Collaborative Actions]], the combination makes players have [[Committed Goals]]. They are one essential part of creating [[Teams]] (the other being [[Shared Rewards]]). They can also be used to strengthen the ties of [[Alliances]], [[Factions]], or [[Social Organizations]] as well as being the basis for many types of [[Social Dilemmas]]. Sometimes [[Shared Penalties]] are simply the effect of [[Tied Results]] (which can be avoid through using [[Tiebreakers]]). [[Team Elimination]] is a self-explaining example of a [[Shared Penalties]].
  
=== Diegetic Aspects ===
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[[Shared Penalties]] can be modified in a couple of different ways. First of all, the [[Penalties]] may be applied to [[Shared Resources]]. Second
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it might be possible [[Negotiation]] if and when the [[Shared Penalties]] should be taken, and this can be taken even further be having [[Player-Decided Distributions]] of the [[Shared Penalties]].
  
=== Interface Aspects ===
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[[Altruistic Actions]] may make [[Shared Penalties]] impossible if they allow players to take a [[Penalties|Penalty]] so nobody else has to.
 
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=== Narration Aspects ===
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== Consequences ==
 
== Consequences ==
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[[Shared Penalties]] are obviously a form of [[Penalties]]. Experiencing them together with other can give these people the sense of [[Togetherness]]. Handling how to manage or distribute them, or when they may be acceptable to take, may define a [[Social Roles|Social Role]].
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They are obviously not [[Individual Penalties]] but being the target of them may work against players feeling an [[Exaggerated Perception of Influence]] since they may not be the reasons why they got penalized.
  
 
== Relations ==
 
== Relations ==
Instantiates: Penalties,
 
 
Modulates: Individual Penalties, Collaborative Actions, Alliances, Team Play, Social Organizations,
 
 
Instantiated by: Tied Results, Team Elimination
 
 
Modulated by: Player-Decided Distributions, Player Elimination
 
 
Potentially conflicting with: Individual Penalties, Illusion of Influence
 
 
[[Exaggerated Perception of Influence]]
 
[[Social Dilemmas]]
 
[[Factions]]
 
[[Altruistic Actions]]
 
[[Collaborative Actions]]
 
[[Social Roles]]
 
[[Tiebreakers]]
 
[[Tied Results]]
 
[[Team Elimination]]
 
[[Mutual Goals]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
-
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[[Mutual Goals]],
 +
[[Penalties]],
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[[Social Dilemmas]],
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[[Social Roles]],
 +
[[Teams]],
 +
[[Togetherness]]
  
==== with ... ====
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==== with [[Collaborative Actions]] ====
 +
[[Committed Goals]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
-
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[[Alliances]],
 +
[[Social Organizations]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
-
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[[Collaborative Actions]],
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[[Factions]],
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[[Team Elimination]],
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[[Tied Results]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Shared Resources]],
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[[Negotiation]],
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[[Player-Decided Distributions]],
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[[Shared Resources]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
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[[Altruistic Actions]],
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[[Exaggerated Perception of Influence]],
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[[Individual Penalties]],
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[[Tiebreakers]]
  
 
== History ==
 
== History ==

Latest revision as of 18:51, 22 September 2015

Penalties shared between some or all players for a failure to meet a requirement in a game.

Games where players, willingly or by force, strive towards achieving common goals usually have Shared Penalties for failing those goals - in some cases the only common goal can be to avoid the Shared Penalties. These penalties may be the loss of common resources or the division of penalties between individual players but the penalties are treated as one penalty for failing one action or goal.

Examples

Losing matches in Counter-Strike, Ice Hockey, League of Legends, and Soccer are all examples of Shared Penalties. In cooperative games such as Dead of Winter, Lord of the Rings, Pandemic, and Space Alert the players can all lose if things go too bad, but also smaller setbacks can affect all players equally in some of the games.

Game masters in Roleplaying Games such as Dungeons & Dragons or Warhammer Fantasy Roleplay can apply penalties to all party if they fail with quests they have been given.

Using the pattern

Shared Penalties can be used for several purposes. One is to give players the Mutual Goals of avoiding them and another is to attach them to already existing Mutual Goals to make them more important. If Shared Penalties can be the result of failing Collaborative Actions, the combination makes players have Committed Goals. They are one essential part of creating Teams (the other being Shared Rewards). They can also be used to strengthen the ties of Alliances, Factions, or Social Organizations as well as being the basis for many types of Social Dilemmas. Sometimes Shared Penalties are simply the effect of Tied Results (which can be avoid through using Tiebreakers). Team Elimination is a self-explaining example of a Shared Penalties.

Shared Penalties can be modified in a couple of different ways. First of all, the Penalties may be applied to Shared Resources. Second it might be possible Negotiation if and when the Shared Penalties should be taken, and this can be taken even further be having Player-Decided Distributions of the Shared Penalties.

Altruistic Actions may make Shared Penalties impossible if they allow players to take a Penalty so nobody else has to.

Consequences

Shared Penalties are obviously a form of Penalties. Experiencing them together with other can give these people the sense of Togetherness. Handling how to manage or distribute them, or when they may be acceptable to take, may define a Social Role.

They are obviously not Individual Penalties but being the target of them may work against players feeling an Exaggerated Perception of Influence since they may not be the reasons why they got penalized.

Relations

Can Instantiate

Mutual Goals, Penalties, Social Dilemmas, Social Roles, Teams, Togetherness

with Collaborative Actions

Committed Goals

Can Modulate

Alliances, Social Organizations

Can Be Instantiated By

Collaborative Actions, Factions, Team Elimination, Tied Results

Can Be Modulated By

Negotiation, Player-Decided Distributions, Shared Resources

Possible Closure Effects

-

Potentially Conflicting With

Altruistic Actions, Exaggerated Perception of Influence, Individual Penalties, Tiebreakers

History

An updated version of the pattern Shared Penalties that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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