Difference between revisions of "Penalties"

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(Relations)
(Relations)
Line 78: Line 78:
 
[[Privileged Abilities]],  
 
[[Privileged Abilities]],  
 
[[Decreased Abilities]],  
 
[[Decreased Abilities]],  
[[Ability Losses]],  
+
[[Ability Losses]],
[[New Abilities]],
+
[[Lives]],
+
[[Player Killing]],
+
[[Death Consequences]],
+
[[Spawning]],
+
[[Area Control]],
+
[[Combat]],
+
[[Damage]],
+
[[Hands]],
+
 
+
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Spectators]]  
 
[[Spectators]]  
Line 97: Line 88:
 
=== Can Modulate ===
 
=== Can Modulate ===
 
[[Attention Demanding Gameplay]],  
 
[[Attention Demanding Gameplay]],  
 +
[[Player Killing]],
 
[[Quick Time Events]],  
 
[[Quick Time Events]],  
 
[[Scores]],  
 
[[Scores]],  
Line 103: Line 95:
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Area Control]],
 
[[Critical Failures]],  
 
[[Critical Failures]],  
 
[[Critical Hits]],  
 
[[Critical Hits]],  
 
[[Critical Misses]],  
 
[[Critical Misses]],  
 +
[[Damage]],
 +
[[Death Consequences]],
 
[[Downtime]],  
 
[[Downtime]],  
 
[[Eliminate]],  
 
[[Eliminate]],  
 
[[Game Termination Penalties]],  
 
[[Game Termination Penalties]],  
 +
[[New Abilities]],
 
[[Life Penalties]],  
 
[[Life Penalties]],  
 
[[Setback Penalties]],   
 
[[Setback Penalties]],   

Revision as of 12:57, 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, Destructible Objects, Traps, Balancing Effects, Thematic Consistency, Strategic Knowledge, Predictable Consequences, Movement Limitations, Abilities, Privileged Abilities, Decreased Abilities, Ability Losses,

Can Instantiate

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

Area Control, Critical Failures, Critical Hits, Critical Misses, Damage, Death Consequences, Downtime, Eliminate, Game Termination Penalties, New Abilities, Life Penalties, Setback Penalties, Turnovers

Game Time Manipulation together with Single-Player Games

Can Be Modulated By

Individual Penalties, Mutual Goals, Shared Penalties, Shared Resources, Rewards

Characters together with Emotional Engrossment

Cutscenes in Single-Player Games

Possible Closure Effects

-

Potentially Conflicting With

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

-