Difference between revisions of "Setback Penalties"
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[[Levels]], | [[Levels]], | ||
[[Movement]] | [[Movement]] | ||
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=== Diegetic and Narration Aspects === | === Diegetic and Narration Aspects === | ||
− | [[Setback Penalties]] can break [[Diegetic Consistency]] since players may end up repeating certain actions or routes unreasonable amounts of time. | + | [[Setback Penalties]] can break [[Diegetic Consistency]] since players may end up repeating certain actions or routes unreasonable amounts of time. If the setbacks aren't properly explained diegetically and the game's narration ignores the [[Setback Penalties]] (typically by assuming all challenges were succeeded on the first try), the pattern also breaks [[Temporal Consistency]]. |
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− | Temporal Consistency | + | |
== Consequences == | == Consequences == | ||
− | While [[Setback Penalties]] can provide [[Penalties]] while still avoiding [[Player Elimination]], they instead can ruin players' [[Value of Effort]]. | + | While [[Setback Penalties]] can provide [[Penalties]] while still avoiding [[Player Elimination]], they instead can ruin players' [[Value of Effort]]. [[Setback Penalties]] can provide [[Tension]], and more the greater the setback, but typically less so than other types of penalty categories, e.g. [[Energy Penalties]]. |
== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Penalties]] | [[Penalties]] | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Diegetic Consistency]], | [[Diegetic Consistency]], | ||
+ | [[Temporal Consistency]], | ||
[[Value of Effort]] | [[Value of Effort]] | ||
Revision as of 13:32, 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 and Narration Aspects
Setback Penalties can break Diegetic Consistency since players may end up repeating certain actions or routes unreasonable amounts of time. If the setbacks aren't properly explained diegetically and the game's narration ignores the Setback Penalties (typically by assuming all challenges were succeeded on the first try), the pattern also breaks Temporal Consistency.
Consequences
While Setback Penalties can provide Penalties while still avoiding Player Elimination, they instead can ruin players' Value of Effort. Setback Penalties can provide Tension, and more the greater the setback, but typically less so than other types of penalty categories, e.g. Energy Penalties.
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
Diegetic Consistency, Temporal Consistency, Value of Effort
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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