Difference between revisions of "Lives"
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== Using the pattern == | == Using the pattern == | ||
− | Lives | + | The prime characteristic of [[Lives]] is that they can be lost, so deciding how this can happen is the primary design consideration when using the pattern but what the consequences of losing [[Lives]] and how many [[Lives]] are available is also important. |
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+ | Losses of [[Lives]] are typically the effects of failing to [[Evade]] attacks by [[Enemies]] or other players, being the target of [[Traps]] (possible after failing to [[Evade]] them), colliding with object due to failing with [[Maneuvering]], or failing to replenish [[Resources]] within [[Time Limits]]. Typically, only one [[Lives|Life]] is at stake at a time , but games using [[Parallel Lives]] are an exception. | ||
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+ | The loss of a Life is always a Penalty, but the effect can vary. The loss of all Lives typically signifies the end of the game session for that player, but in games that allow players to join the game instance later, the player may simply start a new game session. The loss of a Life usually means that Tools are lost or that the player's Score is reduced but may also signify the loss of New Abilities and Privileged Abilities or require players to have a certain amount of Downtime before the gameplay can resume. | ||
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+ | [[Health]] | ||
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+ | [[Lives]] are typically associated with [[Avatars]] and [[Characters]], but games using [[Units]] or even [[Destructible Objects]] can use [[Lives]] through the use of [[Parallel Lives]]. They are typically not used together with [[Enemies]] but are sometimes used together with [[Boss Monsters]]. Games with [[Vehicles]] do quite often link the [[Lives]] of [[Avatars]] with the entered [[Vehicles]]; [[Lives]] are lost if the [[Vehicles]] are destroyed. | ||
The number of Lives a player has can be set to a static number to limit the time of the game session. Alternatively, the Lives can be replenished during gameplay, for example, by reaching a certain Score or collecting Pick-Ups. The possibility to replenish Lives gives the players clear short-term goals and makes Lives into Renewable Resources. The use of Lives can be modulated by Damage to allow Status Indicators and partial Penalties before more significant penalties occur. | The number of Lives a player has can be set to a static number to limit the time of the game session. Alternatively, the Lives can be replenished during gameplay, for example, by reaching a certain Score or collecting Pick-Ups. The possibility to replenish Lives gives the players clear short-term goals and makes Lives into Renewable Resources. The use of Lives can be modulated by Damage to allow Status Indicators and partial Penalties before more significant penalties occur. | ||
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Once the player has suffered the consequences of losing one but not all Lives, gameplay continues as the Avatar respawns somewhere in the Game World. The location where the Avatar respawns can be the point of death, which provides continuation but may have Player Balance problems since the cause of death may still be present. The Avatar may also spawn in a random location in the Game World or a pre-determined Spawn Point. If the game design uses Spawn Points, the specific point may be determined randomly, according to an algorithm to provide Player Balance, or the player may be allowed to select from a set of Spawn Points. | Once the player has suffered the consequences of losing one but not all Lives, gameplay continues as the Avatar respawns somewhere in the Game World. The location where the Avatar respawns can be the point of death, which provides continuation but may have Player Balance problems since the cause of death may still be present. The Avatar may also spawn in a random location in the Game World or a pre-determined Spawn Point. If the game design uses Spawn Points, the specific point may be determined randomly, according to an algorithm to provide Player Balance, or the player may be allowed to select from a set of Spawn Points. | ||
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[[Environmental Effects]], | [[Environmental Effects]], | ||
[[Penalties]], | [[Penalties]], | ||
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[[Spawning]] | [[Spawning]] | ||
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=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 11:14, 1 July 2011
The number of chances players have before game instances are terminiated.
This pattern is a still a stub.
The loss of an individual Life is usually also associated with at least some negative effects in the game.
Contents
Examples
Counter-Strike is sometimes regarded as the first multiplayer first-person shooter that made explicit use of Lives. The player's Avatar that was killed did not respawn, and the player had to wait until the next level started, in principle, giving each player one Life.
Platform games such as Super Mario and The Legend of Zelda series make use of Lives but in such way that the only consequence of losing all Lives is that the player will have to restart from the latest saved location.
In Asteroids, the player initially has three Lives, and they are lost either when the Avatar is shot by the UFO or collides with an asteroid. When all Lives have been lost, it is the end of the game session.
Using the pattern
The prime characteristic of Lives is that they can be lost, so deciding how this can happen is the primary design consideration when using the pattern but what the consequences of losing Lives and how many Lives are available is also important.
Losses of Lives are typically the effects of failing to Evade attacks by Enemies or other players, being the target of Traps (possible after failing to Evade them), colliding with object due to failing with Maneuvering, or failing to replenish Resources within Time Limits. Typically, only one Life is at stake at a time , but games using Parallel Lives are an exception.
The loss of a Life is always a Penalty, but the effect can vary. The loss of all Lives typically signifies the end of the game session for that player, but in games that allow players to join the game instance later, the player may simply start a new game session. The loss of a Life usually means that Tools are lost or that the player's Score is reduced but may also signify the loss of New Abilities and Privileged Abilities or require players to have a certain amount of Downtime before the gameplay can resume.
Lives are typically associated with Avatars and Characters, but games using Units or even Destructible Objects can use Lives through the use of Parallel Lives. They are typically not used together with Enemies but are sometimes used together with Boss Monsters. Games with Vehicles do quite often link the Lives of Avatars with the entered Vehicles; Lives are lost if the Vehicles are destroyed.
The number of Lives a player has can be set to a static number to limit the time of the game session. Alternatively, the Lives can be replenished during gameplay, for example, by reaching a certain Score or collecting Pick-Ups. The possibility to replenish Lives gives the players clear short-term goals and makes Lives into Renewable Resources. The use of Lives can be modulated by Damage to allow Status Indicators and partial Penalties before more significant penalties occur.
Once the player has suffered the consequences of losing one but not all Lives, gameplay continues as the Avatar respawns somewhere in the Game World. The location where the Avatar respawns can be the point of death, which provides continuation but may have Player Balance problems since the cause of death may still be present. The Avatar may also spawn in a random location in the Game World or a pre-determined Spawn Point. If the game design uses Spawn Points, the specific point may be determined randomly, according to an algorithm to provide Player Balance, or the player may be allowed to select from a set of Spawn Points.
Last Man Standing goals in Multiplayer Games are closely related to the use of Lives.
Can Be Modulated By
Ability Losses, Decreased Abilities, Environmental Effects, Penalties, Spawning
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Lives are a form of Resources that allow players to have Extra Chances and be able to participate in games as long as players have at least one life left. While Penalties may be attached to losing Lives, the loss itself may be a Penalty since it reduces the number of chance left and the probable gameplay time players have left. The presence of Lives give players clear Continuous Goals: to Survive in environments that may include Enemies, Traps and other players trying to succeed with Player Killing or Player Elimination.
As Lives are typically linked to Avatars or Characters, they are a way to link players' successes and failures in the game to those of their Avatars or Characters. If players have developed any emotional links to them, the risk of losing Lives is thereby a way of increasing their Emotional Attachment to them. Regardless of this, the presence of Lives can increase Tension, as players have something easy to relate to that can be lost in the game.
As multiple Lives do not exist in reality, the use of them in games can break Thematic Consistency, not only by players having several lives but also through the process of Spawning. Diegetic Consistency can also suffer from the use of Lives since these are so important to gameplay that they are typically always displayed in players' interfaces.
Relations
Can Instantiate
Continuous Goals, Emotional Attachment, Extra Chances, Penalties, Player Elimination, Player Killing, Resources, Survive, Tension
with Multiplayer Games
Can Modulate
Avatars, Boss Monsters, Characters, Destructible Objects
Can Be Instantiated By
-
Can Be Modulated By
Ability Losses, Decreased Abilities, Environmental Effects, Health, Parallel Lives, Penalties, Spawning, Traps, Vehicles
Possible Closure Effects
-
Potentially Conflicting With
Diegetic Consistency, Thematic Consistency
History
An updated version of the pattern Lives 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
-