Difference between revisions of "Game Over"
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[[End State Scoring]] | [[End State Scoring]] | ||
[[Pay to Play]] | [[Pay to Play]] | ||
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+ | === Can Modulate === | ||
+ | [[Unwinnable Games]], | ||
+ | [[Winner determined after Gameplay Ends]] | ||
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
[[Game Over]] causes players to not be able to play. In practice this becomes [[Downtime]] if another game instance will start soon, as is the structure of quick games such as [[Coup]] or [[The Resistance]] but otherwise can force the former players to start doing something else. Unless [[Game Over]] occurs to all players at the same time in [[Multiplayer Games]], it can create [[Unsynchronized Game Sessions]]. | [[Game Over]] causes players to not be able to play. In practice this becomes [[Downtime]] if another game instance will start soon, as is the structure of quick games such as [[Coup]] or [[The Resistance]] but otherwise can force the former players to start doing something else. Unless [[Game Over]] occurs to all players at the same time in [[Multiplayer Games]], it can create [[Unsynchronized Game Sessions]]. | ||
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== Relations == | == Relations == |
Revision as of 16:56, 25 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Asteroids, Donkey Kong, Outrun, Pong, and Pac-Man are all games where players experience Game Over when they run out of lives. However, in original Arcade version it was possible to pay for more lives. Gauntlet is a latter example.
Using the pattern
Can Be Instantiated By
Death Consequences, Lives, Permadeath, Player Elimination, Player Kicking, Time Limited Game Instances, Time Limits, Winning by Ending Gameplay
Can Be Modulated By
Can Modulate
Unwinnable Games, Winner determined after Gameplay Ends
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Game Over causes players to not be able to play. In practice this becomes Downtime if another game instance will start soon, as is the structure of quick games such as Coup or The Resistance but otherwise can force the former players to start doing something else. Unless Game Over occurs to all players at the same time in Multiplayer Games, it can create Unsynchronized Game Sessions.
Relations
Can Instantiate
with Multiplayer Games
Can Modulate
Unwinnable Games, Winner determined after Gameplay Ends
Can Be Instantiated By
Death Consequences, Lives, Permadeath, Player Elimination, Player Kicking, Time Limited Game Instances, Time Limits, Winning by Ending Gameplay
Can Be Modulated By
End State Scoring, Pay to Play
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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