Setback Penalties

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Revision as of 13:20, 26 August 2015 by Staffan Björk (Talk | contribs) (Examples)

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Snakes and Ladders

Monopoly

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

Energy Penalties

Relations

Can Instantiate

Penalties

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

Value of Effort

History

New pattern created in this wiki. However it is based on the concept "Setback punishment" introduced by Juul[1].

References

  1. 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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