Difference between revisions of "Game Termination Penalties"

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(Using the pattern)
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=== Can Be Modulated By ===
=== Can Be Modulated By ===
[[Late Arriving Players]]
=== Possible Closure Effects ===
=== Possible Closure Effects ===

Revision as of 07:30, 21 August 2015

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

This pattern is a still a stub.

Note: this pattern is based on the concept "Game termination punishment" by Juul[1].


Using the pattern

The consequence of Game Termination Penalties are pretty obvious

Can Modulate

Winner determined after Gameplay Ends, Unwinnable Games

They are typically caused by Death Consequences or Life Penalties when one only has one Life left.

Since Winning by Ending Gameplay is a Reward rather than a Penalty, this pattern is difficult to combine with Game Termination Penalties. Likewise, Fake Game Overs can seem to be Game Termination Penalties but aren't.

Late Arriving Players

Game Termination Penalties

Narration Aspects

Some games, e.g. GURPS, open up for players to perform "dying actions" when experiencing Game Termination Penalties. While this may work against Diegetic Consistency it can support narration well and save narration structures from collapsing.


Game Termination Penalties are Penalties that result in Player Elimination and Game Over for the players affected.


Can Instantiate

Game Over, Penalties, Player Elimination

Can Modulate

Winner determined after Gameplay Ends, Unwinnable Games

Can Be Instantiated By

Death Consequences, Life Penalties

Can Be Modulated By

Late Arriving Players

Possible Closure Effects


Potentially Conflicting With

Fake Game Overs, Winning by Ending Gameplay


New pattern created in this wiki. However it is based on the concept "Game termination punishment" introduced by Juul[1].


  1. 1.0 1.1 Juul, J. (2009). Fear of Failing? The Many Meanings of Difficulty in Video Games. In Perron, B. & Wolf, M.J.P. (eds.): The Video Game Theory Reader 2, 2009.