Difference between revisions of "Game Over"

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(Consequences)
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=== Examples ===
 
=== Examples ===
 +
[[Asteroids]], [[Pong]], and [[Pac-Man]]
  
==== Anti-Examples ====
 
optional
 
  
 
== Using the pattern ==
 
== Using the pattern ==
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[End State Scoring]]
+
[[End State Scoring]],
 +
[[Pay to Play]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 16:54, 25 January 2015

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

This pattern is a still a stub.

Examples

Asteroids, Pong, and Pac-Man


Using the pattern

Can Be Instantiated By

Death Consequences, Lives, Permadeath, Player Elimination, Player Kicking, Time Limited Game Instances, Time Limits, Winning by Ending Gameplay

Can Be Modulated By

End State Scoring

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Game Over causes players to not be able to play. In practice this becomes Downtime if another game instance will start soon, as is the structure of quick games such as Coup or The Resistance but otherwise can force the former players to start doing something else. Unless Game Over occurs to all players at the same time in Multiplayer Games, it can create Unsynchronized Game Sessions.

Can Modulate

Unwinnable Games, Winner determined after Gameplay Ends

Relations

Can Instantiate

Downtime

with Multiplayer Games

Unsynchronized Game Sessions

Can Modulate

Unwinnable Games, Winner determined after Gameplay Ends

Can Be Instantiated By

Death Consequences, Lives, Permadeath, Player Elimination, Player Kicking, Time Limited Game Instances, Time Limits, Winning by Ending Gameplay

Can Be Modulated By

End State Scoring, Pay to Play

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-