Difference between revisions of "Fake Game Overs"

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[[Category:Mechanical Patterns]]
 
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''Cases where games falsely claim games are over to players.''
''The one-sentence "definition" that should be in italics.''
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This pattern is a still a stub.
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Many games make player experience game over events. Those that do have the option to trick players by including [[Fake Game Overs]] to trick players into experiencing that they've failed only to then reveal that gameplay actually continues. TV Tropes discussed this pattern under the name "Fission Mailed"<ref name="tvtropes"/>. It is also discussed in Zagal ''et al.''<ref name="zagal"/> as part of discussing definitions of dark game design patterns.
 
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TV Tropes discussed this pattern under the name "Fission Mailed"<ref name="tvtropes"/>. It is also discussed in Zagal ''et al.''<ref name="zagal"/> as part of discussing definitions of dark game design patterns.
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=== Examples ===
 
=== Examples ===
Eternal Darkness, Arkham Asylum;
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Examples of games that use [[Fake Game Overs]] include [[Batman: Arkham Asylum]], [[Eternal Darkness: Sanity's Requiem]], and [[Metal Gear Solid 2: Sons of Liberty]].
 
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== Using the pattern ==
 
== Using the pattern ==
 
[[Fake Game Overs]] are used to make player believe they are experiencing a [[Game Over]] event when they in reality are not.  
 
[[Fake Game Overs]] are used to make player believe they are experiencing a [[Game Over]] event when they in reality are not.  
 
=== Diegetic Aspects ===
 
 
=== Interface Aspects ===
 
 
=== Narration Aspects ===
 
  
 
== Consequences ==
 
== Consequences ==
[[Fake Game Overs]] and incompatible with [[Game Termination Penalties]] just as they are in reality incompatible with [[Game Over]] events,
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[[Fake Game Overs]] are [[Non-Diegetic Features]] and examples of [[Alternate Reality Gameplay]]. They create [[Fake Game Cancellations]] and by doing so, they create [[Tension]]. [[Fake Game Overs]] are incompatible with [[Game Termination Penalties]] just as they are in reality incompatible with [[Game Over]] events.
  
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== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Fake Game Cancellations]],  
 
[[Fake Game Cancellations]],  
[[Non-Diegetic Features]]
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[[Non-Diegetic Features]],
 
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=== Can Modulate ===
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[[Alternate Reality Gameplay]]
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== Relations ==
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[[Tension]]
 
[[Tension]]
 
=== Can Instantiate ===
 
[[Fake Game Cancellations]],
 
[[Non-Diegetic Features]]
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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== Acknowledgements ==
 
== Acknowledgements ==
 
Jonas Linderoth,  
 
Jonas Linderoth,  
Orvar Säfström,
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Orvar Säfström

Latest revision as of 15:45, 26 October 2015

Cases where games falsely claim games are over to players.

Many games make player experience game over events. Those that do have the option to trick players by including Fake Game Overs to trick players into experiencing that they've failed only to then reveal that gameplay actually continues. TV Tropes discussed this pattern under the name "Fission Mailed"[1]. It is also discussed in Zagal et al.[2] as part of discussing definitions of dark game design patterns.

Examples

Examples of games that use Fake Game Overs include Batman: Arkham Asylum, Eternal Darkness: Sanity's Requiem, and Metal Gear Solid 2: Sons of Liberty.

Using the pattern

Fake Game Overs are used to make player believe they are experiencing a Game Over event when they in reality are not.

Consequences

Fake Game Overs are Non-Diegetic Features and examples of Alternate Reality Gameplay. They create Fake Game Cancellations and by doing so, they create Tension. Fake Game Overs are incompatible with Game Termination Penalties just as they are in reality incompatible with Game Over events.

Relations

Can Instantiate

Fake Game Cancellations, Non-Diegetic Features, Tension

Can Modulate

Alternate Reality Gameplay

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Game Over, Game Termination Penalties

History

New pattern created in this wiki.

References

  1. Entry for "Fission Mailed" at TV Tropes.
  2. Zagal, J.P., Björk, S. & Lewis, C. (2013). Dark Patterns in the Design of Games. Foundations of Digital Games 2013, May 14-17, 2013, Crete, Greece.

Acknowledgements

Jonas Linderoth, Orvar Säfström