Death Consequences
The event of avatars or characters dying.
This pattern is a still a stub.
Contents
Examples
Using the pattern
, typically done through Ability Losses, Decreased Abilities, or reduced Scores. Ability Losses and Decreased Abilities can be given easy diegetic explanations in games using Equipment such as Armor, Tools, and Weapons by making players lose these when they lose Lives. A specific design issue related to loss of Lives exists when the Lives are linked to Avatars. This is that Spawning of the Avatars needs to be done to reintroduce them into the Game Worlds. The location where Avatars respawns can be the point of death, which provides continuation but may have Player Balance problems since the cause of death may still be present. Avatars may also spawn in random locations in the Game Worlds or by randomly choosing one point from a small set of Spawn Points. Even if Avatars are not respawned where they died, this location can still be interesting to return to if the Equipment lost when dying can be found there.
Decreased Abilities, Ability Losses, and they might lose Ownership of Tools and other items they possess at the time of killing. Other possibilities include forced Downtime or limitations to the number of times a player can respawn due to the use of Lives.
Permadeaths are Deaths that directly lead to Player Elimination and Game Over. For this reason this subtype of Deaths is not compatible with Lives.
Player Killing can be used as a method of keeping Score in both games with Team Play, as in games with Team Elimination, and without Team Play.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Ability Losses, Decreased Abilities, Equipment, Scores, Spawn Points, Spawning
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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