Game Termination Penalties
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.
Using the pattern
The consequence of Game Termination Penalties are pretty obvious
The possibility of Late Arriving Players is important to consider when using Game Termination Penalties. This since if it is easy to rejoin the game, e.g. through putting in a new coin in a Gauntlet arcade machine, the Game Termination Penalties stops being one and instead being a temporary Penalty. The Penalty experienced still qualifies as a Game Termination Penalty if some time has to pass and/or players need to perform certain actions, e.g. creating new Characters in a Roleplaying Games. Likewise, the number of times players have Extra Chances or Fudged Results can influence Game Termination Penalties in the same way.
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.
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.
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
New pattern created in this wiki. However it is based on the concept "Game termination punishment" introduced by Juul.
- 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.