Difference between revisions of "Game Over"

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[[End State Scoring]]
 
[[End State Scoring]]
 
[[Pay to Play]]
 
[[Pay to Play]]
 +
 +
=== Can Modulate ===
 +
[[Unwinnable Games]],
 +
[[Winner determined after Gameplay Ends]]
 +
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== 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]].
 
[[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 ==
 
== Relations ==

Revision as of 16:56, 25 January 2015

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

This pattern is a still a stub.

Examples

Asteroids, Donkey Kong, Outrun, Pong, and Pac-Man are all games where players experience Game Over when they run out of lives. However, in original Arcade version it was possible to pay for more lives. Gauntlet is a latter example.


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 Pay to Play

Can Modulate

Unwinnable Games, Winner determined after Gameplay Ends


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.

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

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