Difference between revisions of "Penalties"

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(Relations)
(Relations)
Line 68: Line 68:
 
[[Quests]],  
 
[[Quests]],  
 
[[Loot]],  
 
[[Loot]],  
[[Destructible Objects]],
+
 
[[Traps]],
+
[[Balancing Effects]],
+
[[Thematic Consistency]],
+
[[Strategic Knowledge]],
+
[[Predictable Consequences]],
+
[[Movement Limitations]],
+
[[Abilities]],
+
[[Privileged Abilities]],
+
[[Decreased Abilities]],
+
[[Ability Losses]],
+
 
   
 
   
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Destructible Objects]],
 
[[Spectators]]  
 
[[Spectators]]  
  
Line 95: Line 86:
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Ability Losses]],
 
[[Area Control]],  
 
[[Area Control]],  
 
[[Critical Failures]],  
 
[[Critical Failures]],  
Line 101: Line 93:
 
[[Damage]],  
 
[[Damage]],  
 
[[Death Consequences]],  
 
[[Death Consequences]],  
 +
[[Decreased Abilities]],
 
[[Downtime]],  
 
[[Downtime]],  
 
[[Eliminate]],  
 
[[Eliminate]],  
 
[[Game Termination Penalties]],  
 
[[Game Termination Penalties]],  
 +
[[Movement Limitations]],
 
[[New Abilities]],  
 
[[New Abilities]],  
 
[[Life Penalties]],  
 
[[Life Penalties]],  
 
[[Setback Penalties]],   
 
[[Setback Penalties]],   
 +
[[Traps]],
 
[[Turnovers]]  
 
[[Turnovers]]  
  
Line 114: Line 109:
 
[[Individual Penalties]],  
 
[[Individual Penalties]],  
 
[[Mutual Goals]],  
 
[[Mutual Goals]],  
 +
[[Predictable Consequences]],
 +
[[Privileged Abilities]],
 
[[Shared Penalties]],  
 
[[Shared Penalties]],  
 
[[Shared Resources]],  
 
[[Shared Resources]],  
Line 126: Line 123:
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
[[Thematic Consistency]]
 +
 
[[Save-Load Cycles]] in [[Single-Player Games]]
 
[[Save-Load Cycles]] in [[Single-Player Games]]
  

Revision as of 13:01, 25 August 2015

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Alarms, Maneuvering, Roleplaying, Left 4 Dead series, Space Alert, Time Limits, Randomness, Tension, Challenging Gameplay, Exaggerated Perception of Influence, Combos, Turn-Based Games, Experimenting, Enemies, Freedom of Choice, Late Arriving Players, Social Dilemmas, Quick Travel, Actions Have Diegetically Social Consequences, Enforced Agent Behavior, Factions, Extra-Game Consequences, Internal Rivalry, Loyalty, Power-Ups, Parallel Lives, Ephemeral Goals, Capture, Altruistic Actions, Ephemeral Events, No-Ops, Delayed Reciprocity, Arithmetic Progression, Collaborative Actions, Geometric Progression, Resource Caps, Anonymous Actions, Safe Havens, Helplessness, Quests, Loot,


Can Instantiate

Destructible Objects, Spectators

with Movement and either Avatars, Characters, or Units

Evade

Can Modulate

Attention Demanding Gameplay, Player Killing, Quick Time Events, Scores, Resources, Rewards

Can Be Instantiated By

Ability Losses, Area Control, Critical Failures, Critical Hits, Critical Misses, Damage, Death Consequences, Decreased Abilities, Downtime, Eliminate, Game Termination Penalties, Movement Limitations, New Abilities, Life Penalties, Setback Penalties, Traps, Turnovers

Game Time Manipulation together with Single-Player Games

Can Be Modulated By

Individual Penalties, Mutual Goals, Predictable Consequences, Privileged Abilities, Shared Penalties, Shared Resources, Rewards

Characters together with Emotional Engrossment

Cutscenes in Single-Player Games

Possible Closure Effects

-

Potentially Conflicting With

Thematic Consistency

Save-Load Cycles in Single-Player Games

History

An updated version of the pattern Penalties that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-