Difference between revisions of "Life Penalties"

From gdp3
Jump to: navigation, search
Line 13: Line 13:
  
 
=== Examples ===
 
=== Examples ===
 
+
Getting caught by ghosts in [[Pac-Man]] makes players lose lives. Likewise, getting hit in [[Asteroids]] or having all ones cities destroyed in [[Missile Command]] removes lives from the players.
==== Anti-Examples ====
+
optional
+
  
 
== Using the pattern ==
 
== Using the pattern ==
 
[[Life Penalties]] is a specific type of [[Death Consequences]] that is typically used in games with [[Lives]].  
 
[[Life Penalties]] is a specific type of [[Death Consequences]] that is typically used in games with [[Lives]].  
 
=== Diegetic Aspects ===
 
 
=== Interface Aspects ===
 
 
=== Narration Aspects ===
 
  
 
== Consequences ==
 
== Consequences ==
=== Can Instantiate ===
+
[[Life Penalties]] are [[Penalties]]. As long as players still have [[Lives]] left, they need to be followed by [[Spawning]] to replace players' [[Focus Loci]] into [[Game Worlds]] (unless the [[Focus Loci]] are non-diegetic of course). Whenever they trigger and players have no more [[Lives]] to lose, they also instantiate [[Game Termination Penalties]] (or else the [[Lives]] do not have the traditional meaning).
[[Game Termination Penalties]],
+
[[Penalties]],  
+
[[Spawning]]
+
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 07:00, 22 August 2015

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

This pattern is a still a stub.

Examples

Getting caught by ghosts in Pac-Man makes players lose lives. Likewise, getting hit in Asteroids or having all ones cities destroyed in Missile Command removes lives from the players.

Using the pattern

Life Penalties is a specific type of Death Consequences that is typically used in games with Lives.

Consequences

Life Penalties are Penalties. As long as players still have Lives left, they need to be followed by Spawning to replace players' Focus Loci into Game Worlds (unless the Focus Loci are non-diegetic of course). Whenever they trigger and players have no more Lives to lose, they also instantiate Game Termination Penalties (or else the Lives do not have the traditional meaning).

Can Be Modulated By

Fudged Results

Potentially Conflicting With

Fudged Results

Relations

Can Instantiate

Game Termination Penalties, Penalties, Spawning

Can Modulate

Death Consequences, Lives

Can Be Instantiated By

-

Can Be Modulated By

Fudged Results

Possible Closure Effects

-

Potentially Conflicting With

Fudged Results

History

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

References

  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.

Acknowledgements

-