Difference between revisions of "Energy Penalties"

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(Relations)
(Relations)
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== Consequences ==
 
== Consequences ==
 
== Relations ==
 
[[Energy]]
 
  
 
[[Aim & Shoot]]
 
[[Aim & Shoot]]
 
[[Traps]]
 
[[Traps]]
[[Health]]
 
[[Resources]]
 
 
[[Ammunition]]
 
  
 +
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
-
 
-
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Damage]] together with [[Armor]] or [[Health]]
+
[[Damage]] together with [[Ammunition]], [[Armor]], [[Energy]], [[Health]] or [[Resources]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 13:19, 24 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

Aim & Shoot Traps

Relations

Can Instantiate

-

Can Modulate

-

Can Be Instantiated By

Damage together with Ammunition, Armor, Energy, Health or Resources

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki. However it is based on the concept "Energy 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

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