Individual Penalties
Penalties given in games that only directly apply to one of the players.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Designing Individual Penalties largely resembles designing Penalties in general but avoiding directly affecting other players (i.e. avoiding making them into Shared Penalties). This can however become a somewhat blurred when affected players belong to Alliances or Teams.
The specific effects of Individual Penalties can be the same as for Penalties in general. However, Downtime and Player Elimination directly affect specific players and thereby are individual in their nature. While the effects of Individual Penalties apply only to one players, other players can become involved in it by using Player-Decided Distributions, either to decide which player should receive the Individual Penalties or to decide the specific effects of the Individual Penalties.
Consequences
Individual Penalties can be used to form Social Dilemmas when used together with Individual or Shared Rewards (although the Individual Rewards do not necessarily need to be directed towards the same player as the Individual Penalties).
The presence of Individual Penalties
Can Modulate
Mutual Goals, Penalties, Risk/Reward, Single-Player Games,
Relations
Can Instantiate
Can Modulate
Alliances, Mutual Goals, Penalties, Risk/Reward, Single-Player Games, Teams
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Individual 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
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