Difference between revisions of "Penalties"
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[[Loyalty]], | [[Loyalty]], | ||
[[Power-Ups]], | [[Power-Ups]], | ||
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[[Parallel Lives]], | [[Parallel Lives]], | ||
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[[Ephemeral Goals]], | [[Ephemeral Goals]], | ||
[[Capture]], | [[Capture]], | ||
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[[Critical Failures]], | [[Critical Failures]], | ||
[[Scores]], | [[Scores]], | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Attention Demanding Gameplay]], | ||
[[Rewards]], | [[Rewards]], | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Downtime]], | ||
+ | [[Eliminate]], | ||
[[Game Termination Penalties]], | [[Game Termination Penalties]], | ||
[[Life Penalties]], | [[Life Penalties]], | ||
[[Setback Penalties]] | [[Setback Penalties]] | ||
+ | |||
+ | [[Game Time Manipulation]] together with [[Single-Player Games]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Individual Penalties]], | [[Individual Penalties]], | ||
+ | [[Mutual Goals]], | ||
[[Shared Penalties]], | [[Shared Penalties]], | ||
[[Shared Resources]], | [[Shared Resources]], | ||
[[Rewards]], | [[Rewards]], | ||
+ | |||
+ | [[Cutscenes]] in [[Single-Player Games]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | - | + | [[Save-Load Cycles]] in [[Single-Player Games]] |
== History == | == History == |
Revision as of 12:44, 25 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Alarms, Maneuvering, Roleplaying, Left 4 Dead series, Space Alert, Time Limits, Randomness, Tension, Challenging Gameplay, Exaggerated Perception of Influence, Avatars, Units, Combos, Turn-Based Games, Characters, Experimenting, Enemies, Freedom of Choice, Late Arriving Players, Social Dilemmas, Quick Travel, Actions Have Diegetically Social Consequences, Enforced Agent Behavior, Factions, Extra-Game Consequences, Internal Rivalry, Loyalty, Power-Ups, Parallel Lives, Ephemeral Goals, Capture, Altruistic Actions, Ephemeral Events, No-Ops, Delayed Reciprocity, Arithmetic Progression, Collaborative Actions, Geometric Progression, Resource Caps, Anonymous Actions, Safe Havens, Helplessness, Quests, Loot, Destructible Objects, Traps, Balancing Effects, Thematic Consistency, Strategic Knowledge, Predictable Consequences, Movement, Movement Limitations, Abilities, Privileged Abilities, Decreased Abilities, Ability Losses, New Abilities, Lives, Player Killing, Death Consequences, Spawning, Area Control, Combat, Damage, Hands, Puzzle Solving, Critical Hits, Quick Time Events, Stealth, Evade, Turnovers, Spectators, Resources, Critical Misses, Critical Failures, Scores,
Can Instantiate
-
Can Modulate
Attention Demanding Gameplay, Rewards,
Can Be Instantiated By
Downtime, Eliminate, Game Termination Penalties, Life Penalties, Setback Penalties
Game Time Manipulation together with Single-Player Games
Can Be Modulated By
Individual Penalties, Mutual Goals, Shared Penalties, Shared Resources, Rewards,
Cutscenes in Single-Player Games
Possible Closure Effects
-
Potentially Conflicting With
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
-