Difference between revisions of "Unwinnable Game States"
Line 18: | Line 18: | ||
== Using the pattern == | == Using the pattern == | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== Can Modulate === | === Can Modulate === | ||
[[Save Files]] | [[Save Files]] | ||
Line 34: | Line 26: | ||
[[Save Points]], | [[Save Points]], | ||
[[Unwinnable Games]] | [[Unwinnable Games]] | ||
+ | [[Perfect Information]] | ||
+ | |||
+ | === Diegetic Aspects === | ||
+ | |||
+ | === Interface Aspects === | ||
+ | |||
+ | === Narration Aspects === | ||
+ | |||
+ | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Early Leaving Players]], | ||
+ | [[Surrendering]] | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Player Agency]], | [[Player Agency]], | ||
[[Value of Effort]] | [[Value of Effort]] | ||
+ | [[Imperfect Information]] | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Early Leaving Players]], | |
+ | [[Surrendering]] | ||
=== Can Modulate === | === Can Modulate === | ||
Line 48: | Line 54: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Kingmaker]], | [[Kingmaker]], | ||
+ | [[Perfect Information]], | ||
[[Predictable Winner]], | [[Predictable Winner]], | ||
[[Save Points]], | [[Save Points]], | ||
Line 59: | Line 66: | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Imperfect Information]], | ||
[[Player Agency]], | [[Player Agency]], | ||
[[Value of Effort]] | [[Value of Effort]] |
Revision as of 13:53, 26 July 2016
Game states from which no actions or events in a game instance can let a player win.
By gaming, people try to affect a game state through gameplay actions to reach some goal. Players have Unwinnable Game States when there exists goals which lets players win a game but there are not combinations of actions or events that make this possible.
TV Tropes has a wiki page for a similar concept, Unwinnable.
Contents
Examples
Using the pattern
Can Modulate
Can Be Instantiated By
Kingmaker, Predictable Winner, Save Points, Unwinnable Games Perfect Information
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Early Leaving Players, Surrendering
Potentially Conflicting With
Player Agency, Value of Effort Imperfect Information
Relations
Can Instantiate
Early Leaving Players, Surrendering
Can Modulate
Can Be Instantiated By
Kingmaker, Perfect Information, Predictable Winner, Save Points, Unwinnable Games
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Imperfect Information, Player Agency, Value of Effort
History
New pattern created in this wiki.
References
-
Acknowledgements
-