Difference between revisions of "Setback Penalties"
From gdp3
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=== Examples === | === Examples === | ||
− | [[Snakes | + | [[Snakes and Ladders]] |
+ | |||
+ | [[Monopoly]] | ||
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+ | Failing to make jumps in either the [[Super Mario series]] or the [[Tomb Raider series]] doesn't necessarily kill players' characters but can instead forced them to have to navigate certain parts of the game worlds again. | ||
== Using the pattern == | == Using the pattern == |
Revision as of 13:20, 26 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Failing to make jumps in either the Super Mario series or the Tomb Raider series doesn't necessarily kill players' characters but can instead forced them to have to navigate certain parts of the game worlds again.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Character levels, Levels, Movement
Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki. However it is based on the concept "Setback 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
-