Difference between revisions of "Life Penalties"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
 
check for more
 
check for more
 
[[Equipment]]
 
 
[[Fudged Results]]
 
  
 
[[Lives]]
 
[[Lives]]
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[[Penalties]],  
 
[[Penalties]],  
 
[[Spawning]]
 
[[Spawning]]
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 
[[Character Levels]],  
 
[[Character Levels]],  
 +
[[Equipment]],
 
[[Experience Points]],  
 
[[Experience Points]],  
 
[[Money]]
 
[[Money]]
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Fudged Results]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
+
[[Fudged Results]]
  
 
== History ==
 
== History ==

Revision as of 13:37, 21 August 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

check for more

Lives

Death Consequences

Can Instantiate

Game Termination Penalties, Penalties, Spawning

Can Modulate

Character Levels, Equipment, Experience Points, Money

Can Be Instantiated By

-

Can Be Modulated By

Fudged Results

Possible Closure Effects

-

Potentially Conflicting With

Fudged Results

History

New pattern created in this wiki. However it is based on the concept "Life punishment" introduced by Juul[1].

References

  1. Juul, J. (2009). Fear of Failing? The Many Meanings of Difficulty in Video Games. In Perron, B. & Wolf, M.J.P. (eds.): The Video Game Theory Reader 2, 2009.

Acknowledgements

-