Difference between revisions of "Game Termination Penalties"
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They are typically caused by [[Death Consequences]] or [[Life Penalties]] when one only has one [[Lives|Life]] left. | They are typically caused by [[Death Consequences]] or [[Life Penalties]] when one only has one [[Lives|Life]] left. | ||
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+ | The possibility of [[Late Arriving Players]] is important to consider when using [[Game Termination Penalties]]. This since if it is easy to rejoin the game, e.g. through putting in a new coin in a [[Gauntlet]] arcade machine, the [[Game Termination Penalties]] stops being one and instead being a temporary [[Penalties|Penalty]]. The [[Penalties|Penalty]] experienced still qualifies as a [[Game Termination Penalties|Game Termination Penalty]] if some time has to pass and/or players need to perform certain actions, e.g. creating new [[Characters]] in a [[:Category:Roleplaying Games|Roleplaying Games]]. | ||
Since [[Winning by Ending Gameplay]] is a [[Rewards|Reward]] rather than a [[Penalties|Penalty]], this pattern is difficult to combine with [[Game Termination Penalties]]. Likewise, [[Fake Game Overs]] can seem to be [[Game Termination Penalties]] but aren't. | Since [[Winning by Ending Gameplay]] is a [[Rewards|Reward]] rather than a [[Penalties|Penalty]], this pattern is difficult to combine with [[Game Termination Penalties]]. Likewise, [[Fake Game Overs]] can seem to be [[Game Termination Penalties]] but aren't. | ||
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=== Narration Aspects === | === Narration Aspects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Fake Game Overs]], | [[Fake Game Overs]], | ||
+ | [[Late Arriving Players]], | ||
[[Winning by Ending Gameplay]] | [[Winning by Ending Gameplay]] | ||
Revision as of 07:36, 21 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Note: this pattern is based on the concept "Game termination punishment" by Juul[1].
Contents
Examples
Using the pattern
The consequence of Game Termination Penalties are pretty obvious
Can Modulate
Winner determined after Gameplay Ends, Unwinnable Games
They are typically caused by Death Consequences or Life Penalties when one only has one Life left.
The possibility of Late Arriving Players is important to consider when using Game Termination Penalties. This since if it is easy to rejoin the game, e.g. through putting in a new coin in a Gauntlet arcade machine, the Game Termination Penalties stops being one and instead being a temporary Penalty. The Penalty experienced still qualifies as a Game Termination Penalty if some time has to pass and/or players need to perform certain actions, e.g. creating new Characters in a Roleplaying Games.
Since Winning by Ending Gameplay is a Reward rather than a Penalty, this pattern is difficult to combine with Game Termination Penalties. Likewise, Fake Game Overs can seem to be Game Termination Penalties but aren't.
Narration Aspects
Some games, e.g. GURPS, open up for players to perform "dying actions" when experiencing Game Termination Penalties. While this may work against Diegetic Consistency it can support narration well and save narration structures from collapsing.
Consequences
Game Termination Penalties are Penalties that result in Player Elimination and Game Over for the players affected.
Relations
Can Instantiate
Game Over, Penalties, Player Elimination
Can Modulate
Winner determined after Gameplay Ends, Unwinnable Games
Can Be Instantiated By
Death Consequences, Life Penalties
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
Fake Game Overs, Late Arriving Players, Winning by Ending Gameplay
History
New pattern created in this wiki. However it is based on the concept "Game termination punishment" introduced by Juul[1].
References
- ↑ 1.0 1.1 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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