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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.
Getting killed in the Counter-Strike series or losing ones last card in Coup results in players being thrown out of the game. However, since each game round is so short and one typically play many rounds back-to-back, the effects of Game Over are not too severe.
Using the pattern
Designing Game Over events in a game consists of choosing what causes them. A typical cause is simple that it is Death Consequence, typically cause by losing all Lives or suffering from a Permadeath. However, Player Elimination or Player Kicking can also function as can Time Limits that create Time Limited Game Instances. Of course, winning a game also causes a Game Over but the pattern can also be applied to Unwinnable Games since Game Over events can be penalties.
End State Scoring is an option to add some Tension after gameplay has ended and can be used to support Winner determined after Gameplay Ends. Another, which adds a consequence and possible goal to want to reach a Game Over event, is to use Winning by Ending Gameplay. Pay to Play is an option to let players begin playing again if they are willing to play.
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.
with Multiplayer Games
Can Be Instantiated By
Can Be Modulated By
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Potentially Conflicting With
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