Difference between revisions of "Setback Penalties"
From gdp3
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== Using the pattern == | == Using the pattern == | ||
+ | [[Setback Penalties]] are [[Penalties]] that undo progress players have made. This i | ||
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+ | === Can Instantiate === | ||
+ | [[Penalties]] | ||
+ | |||
+ | [[Energy Penalties]] | ||
+ | [[Life Penalties]] | ||
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+ | [[Game Termination Penalties]] | ||
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+ | |||
+ | === Can Modulate === | ||
+ | [[Character levels]], | ||
+ | [[Levels]], | ||
+ | [[Movement]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
− | [[ | + | === Potentially Conflicting With === |
+ | [[Value of Effort]] | ||
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+ | [[Game Termination Penalties]] | ||
== Relations == | == Relations == | ||
[[Tension]] | [[Tension]] | ||
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=== Can Instantiate === | === Can Instantiate === |
Revision as of 13:23, 26 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Failing to make jumps in either the Super Mario series or the Tomb Raider series doesn't necessarily kill players' characters but can instead forced them to have to navigate certain parts of the game worlds again.
Using the pattern
Setback Penalties are Penalties that undo progress players have made. This i
Can Instantiate
Energy Penalties Life Penalties
Can Modulate
Character levels, Levels, Movement
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Potentially Conflicting With
Relations
Can Instantiate
Can Modulate
Character levels, Levels, Movement
Can Be Instantiated By
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Can Be Modulated By
-
Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki. However it is based on the concept "Setback punishment" introduced by Juul[1].
References
- ↑ 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
-