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 that numerically reduce game state values important for players to be able to perform actions.'' | ||
− | Penalties in games can take many forms | + | Penalties in games can take many forms. [[Energy Penalties]] are those that do not automatically remove players from games or force them to repeat actions again but rather those that reduce numerical values and threaten to cause more serious penalties when these values hit certain thresholds. |
Note: ''while [[Life Penalties]] fit the definition of [[Energy Penalties]], the latter pattern is on a finer level of granularity than [[Life Penalties]].'' | 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]]), | + | 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]]), [[:Category:FPS Games|FPS Games]] (e.g. [[Call of Duty series]] and [[Duke Nukem 3D]]), [[:Category:Fighting Games|Fighting Games]] (e.g. the [[Dead or Alive series]] and the [[Mortal Kombat series]]), [[:Category:Massively Multiplayer Online Games|MMOGs]] (e.g. [[City of Heroes]] and [[Dark Age of Camelot]]), and [[:Category:Multiplayer Online Battle Arena Games|MOBAs]] (e.g. [[League of Legends]] and the [[StarCraft series]]). |
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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 == | ||
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== Relations == | == Relations == | ||
[[Game Termination Penalties]] | [[Game Termination Penalties]] | ||
+ | [[Tension]] | ||
+ | [[Cooldown]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 13:06, 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. Energy Penalties are those that do not automatically remove players from games or force them to repeat actions again but rather those that reduce numerical values and threaten to cause more serious penalties when these values hit certain thresholds.
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), FPS Games (e.g. Call of Duty series and Duke Nukem 3D), Fighting Games (e.g. the Dead or Alive series and the Mortal Kombat series), MMOGs (e.g. City of Heroes and Dark Age of Camelot), and MOBAs (e.g. League of Legends and the StarCraft series).
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
Game Termination Penalties Tension Cooldown
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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