Difference between revisions of "Energy Penalties"
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− | '' | + | ''Penalties that numerically reduce game state values important for players to be able to perform actions.'' |
− | + | Penalties in games can take many forms | |
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+ | Note: ''while [[Life Penalties]] fit the definition of [[Energy Penalties]], the latter pattern is on a finer level of granularity than [[Life Penalties]].'' | ||
=== Examples === | === Examples === | ||
+ | The most common [[Energy Penalties]] are those reducing health or hit points. These can be found in games as varying as [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] (e.g. [[Dungeons & Dragons]] and [[GURPS]]), | ||
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+ | [[:Category:FPS Games|FPS Games]] | ||
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+ | [[:Category:Fighting Games|Fighting Games]] | ||
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+ | [[:Category:Massively Multiplayer Online Games|MMOGs]] | ||
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+ | [[:Category:Multiplayer Online Battle Arena Games|MOBAs]] | ||
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== Using the pattern == | == Using the pattern == |
Revision as of 13:01, 26 August 2015
Penalties that numerically reduce game state values important for players to be able to perform actions.
Penalties in games can take many forms
Note: while Life Penalties fit the definition of Energy Penalties, the latter pattern is on a finer level of granularity than Life Penalties.
Contents
Examples
The most common Energy Penalties are those reducing health or hit points. These can be found in games as varying as Tabletop Roleplaying Games (e.g. Dungeons & Dragons and GURPS),
Using the pattern
Energy Penalties are those Penalties that affect some Attributes or Resources that players have. They are typically diegetically motivated by being affected by Aim & Shoot actions or Traps but can be given for any type of reason. In practice, designing Energy Penalties consist of using Damage on Resources or Attributes, most typically Ammunition, Armor, Energy, or Health.
Consequences
In games with Lives, Energy Penalties can lead to Life Penalties if the Attributes affected by them relate to the Lives.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Damage together with Ammunition, Armor, Energy, Health or Resources
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki. However it is based on the concept "Energy punishment" introduced by Juul[1].
References
- ↑ 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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