Difference between revisions of "Critical Failures"

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(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
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Designing [[Critical Failures]] in a game have three main components: deciding which actions can result in [[Critical Failures]], what the effects are of those failures, and what should be the probabilities of such failures.
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Critical Misses]]
 
[[Critical Misses]]
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[[Tools]]
 
[[Tools]]
  
=== Diegetic Aspects ===
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[[Randomness]]
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[[Penalties]]
  
=== Interface Aspects ===
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[[Penalties]]
  
=== Narration Aspects ===
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[[Randomness]]
  
 
== Consequences ==
 
== Consequences ==

Revision as of 11:35, 31 December 2014

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Designing Critical Failures in a game have three main components: deciding which actions can result in Critical Failures, what the effects are of those failures, and what should be the probabilities of such failures.

Can Be Instantiated By

Critical Misses

Can Be Modulated By

Tools

Randomness Penalties

Penalties

Randomness

Consequences

Critical Failures are a type of Critical Results. Rather obviously, they are in conflict with Critical Successes.

Relations

Can Instantiate

Critical Results

Can Modulate

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Can Be Instantiated By

Critical Misses

Can Be Modulated By

Tools

Possible Closure Effects

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Potentially Conflicting With

Critical Successes

History

New pattern created in this wiki.

References

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Acknowledgements

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