Difference between revisions of "Setback Penalties"
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=== Narration Aspects === | === Narration Aspects === | ||
+ | [[Setback Penalties]] can break [[Diegetic Consistency]] and [[Narration Consistency]] since players may end up repeating certain actions or routes unreasonable amounts of time. | ||
== Consequences == | == Consequences == |
Revision as of 13:26, 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 is in contrast with Energy Penalties and Life Penalties which can lead to Game Termination Penalties and Player Elimination, so Setback Penalties can be used when Penalties are wanted but without the risk of removing players from gameplay before game instances are ended.
Can Modulate
Character levels, Levels, Movement
Diegetic Aspects
Interface Aspects
Narration Aspects
Setback Penalties can break Diegetic Consistency and Narration Consistency since players may end up repeating certain actions or routes unreasonable amounts of time.
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
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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
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