Difference between revisions of "Penalties"

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(Relations)
(Relations)
Line 29: Line 29:
 
[[Alarms]],  
 
[[Alarms]],  
 
[[Maneuvering]],  
 
[[Maneuvering]],  
[[Roleplaying]],
 
 
[[Left 4 Dead series]],  
 
[[Left 4 Dead series]],  
 
[[Space Alert]],  
 
[[Space Alert]],  
Line 58: Line 57:
 
[[Ephemeral Events]],  
 
[[Ephemeral Events]],  
 
[[No-Ops]],  
 
[[No-Ops]],  
[[Delayed Reciprocity]],
 
[[Arithmetic Progression]],
 
[[Collaborative Actions]],
 
[[Geometric Progression]],
 
[[Resource Caps]],
 
[[Anonymous Actions]],
 
[[Safe Havens]],
 
[[Helplessness]],
 
[[Quests]],
 
[[Loot]],
 
  
+
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Destructible Objects]],  
 
[[Destructible Objects]],  
 +
[[Safe Havens]],
 
[[Spectators]]  
 
[[Spectators]]  
 +
 +
==== with [[Anonymous Actions]] and [[Unmediated Social Interaction]] ====
 +
[[Roleplaying]]
  
 
==== with [[Movement]] and either [[Avatars]], [[Characters]], or [[Units]] ====
 
==== with [[Movement]] and either [[Avatars]], [[Characters]], or [[Units]] ====
Line 97: Line 90:
 
[[Eliminate]],  
 
[[Eliminate]],  
 
[[Game Termination Penalties]],  
 
[[Game Termination Penalties]],  
 +
[[Helplessness]],
 
[[Movement Limitations]],  
 
[[Movement Limitations]],  
 
[[New Abilities]],  
 
[[New Abilities]],  
 
[[Life Penalties]],  
 
[[Life Penalties]],  
 +
[[Resource Caps]],
 
[[Setback Penalties]],   
 
[[Setback Penalties]],   
 
[[Traps]],  
 
[[Traps]],  
 
[[Turnovers]]  
 
[[Turnovers]]  
 +
 +
[[Committed Goals]] together with [[Quests]]
  
 
[[Game Time Manipulation]] together with [[Single-Player Games]]
 
[[Game Time Manipulation]] together with [[Single-Player Games]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Arithmetic Progression]],
 +
[[Geometric Progression]],
 
[[Individual Penalties]],  
 
[[Individual Penalties]],  
 
[[Mutual Goals]],  
 
[[Mutual Goals]],  

Revision as of 13:06, 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, 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,


Can Instantiate

Destructible Objects, Safe Havens, Spectators

with Anonymous Actions and Unmediated Social Interaction

Roleplaying

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, Helplessness, Movement Limitations, New Abilities, Life Penalties, Resource Caps, Setback Penalties, Traps, Turnovers

Committed Goals together with Quests

Game Time Manipulation together with Single-Player Games

Can Be Modulated By

Arithmetic Progression, Geometric Progression, 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

-