Penalties
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Typical reasons for receiving Penalties include taking Damage, triggering Traps, or suffering from Death Consequences. More uncommon but still possible reasons include performing specific Actions Have Diegetically Social Consequences of a negative kind.
General categories of Penalties include Setback Penalties, Energy Penalties, Life Penalties, and Game Termination Penalties. Besides these, there are many, more specific, Penalties that can be used as well. Downtime, Helplessness, and forced No-Ops, remove Player Agency from players. Turnovers also do so by giving the turn in a Turn-Based Game to some other player. Ability Losses, Decreased Abilities, and Movement Limitations can make further challenges more difficult or impossible to complete but without removing all Player Agency. Lowering Resource Caps can serve the same purpose.
Can Be Instantiated By
Area Control, Critical Failures, Critical Hits, Critical Misses, Eliminate, Enemies, Factions, New Abilities,
Committed Goals together with Quests
Game Time Manipulation together with Single-Player Games
Other common ways of creating Penalties is to negatively modify players' Resources or Scores.
Can Be Modulated By
Arithmetic Progression, Extra-Game Consequences, Geometric Progression, Individual Penalties, Mutual Goals, Parallel Lives, Predictable Consequences, Privileged Abilities, Shared Penalties, Shared Resources, Randomness, Rewards
Characters together with Emotional Engrossment
Cutscenes in Single-Player Games
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
The possibility of receiving Penalties in games create Tension in them.
Experiencing them may break any Exaggerated Perception of Influence that players may have had, and can easily break Thematic Consistency if not following the diegesis or narration (e.g. killing a player's character but then letting them restart at earlier positions of a Level).
Can Instantiate
Destructible Objects, Ephemeral Events, Safe Havens, Spectators,
with Anonymous Actions and Unmediated Social Interaction
with Ephemeral Goals
with Factions
with Movement and either Avatars, Characters, or Units
Can Modulate
Attention Demanding Gameplay, Ephemeral Goals, Player Killing, Quick Time Events, Rewards
Potentially Conflicting With
Save-Load Cycles in Single-Player Games
Relations
Can Instantiate
Destructible Objects, Ephemeral Events, Safe Havens, Spectators, Tension
with Anonymous Actions and Unmediated Social Interaction
with Ephemeral Goals
with Factions
with Movement and either Avatars, Characters, or Units
Can Modulate
Attention Demanding Gameplay, Ephemeral Goals, Player Killing, Quick Time Events, Scores, Resources, Rewards
Can Be Instantiated By
Ability Losses, Actions Have Diegetically Social Consequences, Area Control, Critical Failures, Critical Hits, Critical Misses, Damage, Death Consequences, Decreased Abilities, Downtime, Eliminate, Enemies, Energy Penalties, Factions, Game Termination Penalties, Helplessness, Movement Limitations, New Abilities, No-Ops, Life Penalties, Resource Caps, Setback Penalties, Traps, Turnovers
Committed Goals together with Quests
Game Time Manipulation together with Single-Player Games
Can Be Modulated By
Arithmetic Progression, Extra-Game Consequences, Geometric Progression, Individual Penalties, Mutual Goals, Parallel Lives, Predictable Consequences, Privileged Abilities, Shared Penalties, Shared Resources, Randomness, Rewards
Characters together with Emotional Engrossment
Cutscenes in Single-Player Games
Possible Closure Effects
-
Potentially Conflicting With
Exaggerated Perception of Influence, Thematic Consistency
Save-Load Cycles in Single-Player Games
History
An updated version of the pattern 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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