Difference between revisions of "Penalties"
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[[Alarms]], | [[Alarms]], | ||
[[Maneuvering]], | [[Maneuvering]], | ||
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[[Left 4 Dead series]], | [[Left 4 Dead series]], | ||
[[Space Alert]], | [[Space Alert]], | ||
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[[Ephemeral Events]], | [[Ephemeral Events]], | ||
[[No-Ops]], | [[No-Ops]], | ||
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− | |||
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− | + | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Destructible Objects]], | [[Destructible Objects]], | ||
+ | [[Safe Havens]], | ||
[[Spectators]] | [[Spectators]] | ||
+ | |||
+ | ==== with [[Anonymous Actions]] and [[Unmediated Social Interaction]] ==== | ||
+ | [[Roleplaying]] | ||
==== with [[Movement]] and either [[Avatars]], [[Characters]], or [[Units]] ==== | ==== with [[Movement]] and either [[Avatars]], [[Characters]], or [[Units]] ==== | ||
Line 97: | Line 90: | ||
[[Eliminate]], | [[Eliminate]], | ||
[[Game Termination Penalties]], | [[Game Termination Penalties]], | ||
+ | [[Helplessness]], | ||
[[Movement Limitations]], | [[Movement Limitations]], | ||
[[New Abilities]], | [[New Abilities]], | ||
[[Life Penalties]], | [[Life Penalties]], | ||
+ | [[Resource Caps]], | ||
[[Setback Penalties]], | [[Setback Penalties]], | ||
[[Traps]], | [[Traps]], | ||
[[Turnovers]] | [[Turnovers]] | ||
+ | |||
+ | [[Committed Goals]] together with [[Quests]] | ||
[[Game Time Manipulation]] together with [[Single-Player Games]] | [[Game Time Manipulation]] together with [[Single-Player Games]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Arithmetic Progression]], | ||
+ | [[Geometric Progression]], | ||
[[Individual Penalties]], | [[Individual Penalties]], | ||
[[Mutual Goals]], | [[Mutual Goals]], |
Revision as of 13:06, 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, 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,
Can Instantiate
Destructible Objects, Safe Havens, Spectators
with Anonymous Actions and Unmediated Social Interaction
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
Ability Losses, Area Control, Critical Failures, Critical Hits, Critical Misses, Damage, Death Consequences, Decreased Abilities, Downtime, Eliminate, Game Termination Penalties, Helplessness, Movement Limitations, New Abilities, Life Penalties, Resource Caps, Setback Penalties, Traps, Turnovers
Committed Goals together with Quests
Game Time Manipulation together with Single-Player Games
Can Be Modulated By
Arithmetic Progression, Geometric Progression, Individual Penalties, Mutual Goals, Predictable Consequences, Privileged Abilities, 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
-