Difference between revisions of "Penalties"
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[[Privileged Abilities]], | [[Privileged Abilities]], | ||
[[Decreased Abilities]], | [[Decreased Abilities]], | ||
− | [[Ability Losses]], | + | [[Ability Losses]], |
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=== Can Instantiate === | === Can Instantiate === | ||
[[Spectators]] | [[Spectators]] | ||
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=== Can Modulate === | === Can Modulate === | ||
[[Attention Demanding Gameplay]], | [[Attention Demanding Gameplay]], | ||
+ | [[Player Killing]], | ||
[[Quick Time Events]], | [[Quick Time Events]], | ||
[[Scores]], | [[Scores]], | ||
Line 103: | Line 95: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Area Control]], | ||
[[Critical Failures]], | [[Critical Failures]], | ||
[[Critical Hits]], | [[Critical Hits]], | ||
[[Critical Misses]], | [[Critical Misses]], | ||
+ | [[Damage]], | ||
+ | [[Death Consequences]], | ||
[[Downtime]], | [[Downtime]], | ||
[[Eliminate]], | [[Eliminate]], | ||
[[Game Termination Penalties]], | [[Game Termination Penalties]], | ||
+ | [[New Abilities]], | ||
[[Life Penalties]], | [[Life Penalties]], | ||
[[Setback Penalties]], | [[Setback Penalties]], |
Revision as of 12:57, 25 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Alarms, Maneuvering, Roleplaying, Left 4 Dead series, Space Alert, Time Limits, Randomness, Tension, Challenging Gameplay, Exaggerated Perception of Influence, Combos, Turn-Based Games, Experimenting, Enemies, Freedom of Choice, Late Arriving Players, Social Dilemmas, Quick Travel, Actions Have Diegetically Social Consequences, Enforced Agent Behavior, Factions, Extra-Game Consequences, Internal Rivalry, Loyalty, Power-Ups, Parallel Lives, Ephemeral Goals, Capture, Altruistic Actions, Ephemeral Events, No-Ops, Delayed Reciprocity, Arithmetic Progression, Collaborative Actions, Geometric Progression, Resource Caps, Anonymous Actions, Safe Havens, Helplessness, Quests, Loot, Destructible Objects, Traps, Balancing Effects, Thematic Consistency, Strategic Knowledge, Predictable Consequences, Movement Limitations, Abilities, Privileged Abilities, Decreased Abilities, Ability Losses,
Can Instantiate
with Movement and either Avatars, Characters, or Units
Can Modulate
Attention Demanding Gameplay, Player Killing, Quick Time Events, Scores, Resources, Rewards
Can Be Instantiated By
Area Control, Critical Failures, Critical Hits, Critical Misses, Damage, Death Consequences, Downtime, Eliminate, Game Termination Penalties, New Abilities, Life Penalties, Setback Penalties, Turnovers
Game Time Manipulation together with Single-Player Games
Can Be Modulated By
Individual Penalties, Mutual Goals, Shared Penalties, Shared Resources, Rewards
Characters together with Emotional Engrossment
Cutscenes in Single-Player Games
Possible Closure Effects
-
Potentially Conflicting With
Save-Load Cycles in Single-Player Games
History
An updated version of the pattern Penalties that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-