Difference between revisions of "Penalties"

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(Examples)
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== Using the pattern ==
 
== Using the pattern ==
 +
 +
=== Can Be Instantiated By ===
 +
[[Ability Losses]],
 +
[[Actions Have Diegetically Social Consequences]],
 +
[[Area Control]],
 +
[[Critical Failures]],
 +
[[Critical Hits]],
 +
[[Critical Misses]],
 +
[[Damage]],
 +
[[Death Consequences]],
 +
[[Decreased Abilities]],
 +
[[Downtime]],
 +
[[Eliminate]],
 +
[[Enemies]],
 +
[[Factions]],
 +
[[Game Termination Penalties]],
 +
[[Helplessness]],
 +
[[Movement Limitations]],
 +
[[New Abilities]],
 +
[[No-Ops]],
 +
[[Life Penalties]],
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[[Quick Travel]],
 +
[[Resource Caps]],
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[[Setback Penalties]], 
 +
[[Traps]],
 +
[[Turnovers]]
 +
 +
[[Committed Goals]] together with [[Quests]]
 +
 +
[[Game Time Manipulation]] together with [[Single-Player Games]]
 +
 +
=== Can Be Modulated By ===
 +
[[Arithmetic Progression]],
 +
[[Extra-Game Consequences]],
 +
[[Geometric Progression]],
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[[Individual Penalties]],
 +
[[Mutual Goals]],
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[[Parallel Lives]],
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[[Predictable Consequences]],
 +
[[Privileged Abilities]],
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[[Shared Penalties]],
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[[Shared Resources]],
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[[Randomness]],
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[[Rewards]]
 +
 +
[[Characters]] together with [[Emotional Engrossment]]
 +
 +
[[Cutscenes]] in [[Single-Player Games]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
 +
[[Destructible Objects]],
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[[Ephemeral Events]],
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[[Safe Havens]],
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[[Spectators]], 
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[[Tension]]
 +
 +
==== with [[Anonymous Actions]] and [[Unmediated Social Interaction]] ====
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[[Roleplaying]]
 +
 +
==== with [[Ephemeral Goals]] ====
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[[Committed Goals]]
 +
 +
==== with [[Factions]] ====
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[[Outcast]]
 +
 +
==== with [[Movement]] and either [[Avatars]], [[Characters]], or [[Units]] ====
 +
[[Evade]]
 +
 +
=== Can Modulate ===
 +
[[Attention Demanding Gameplay]],
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[[Ephemeral Goals]],
 +
[[Player Killing]],
 +
[[Quick Time Events]],
 +
[[Scores]],
 +
[[Resources]],
 +
[[Rewards]]
 +
 +
=== Potentially Conflicting With ===
 +
[[Exaggerated Perception of Influence]],
 +
[[Thematic Consistency]]
 +
 +
[[Save-Load Cycles]] in [[Single-Player Games]]
  
 
== Relations ==
 
== Relations ==

Revision as of 11:30, 27 August 2015

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

This pattern is a still a stub.

Examples

Left 4 Dead series,

Monopoly

Chess

Pac-Man Asteroids

Dungeons & Dragons

Super Mario series

Space Alert,

Pandemic

Using the pattern

Can Be Instantiated By

Ability Losses, Actions Have Diegetically Social Consequences, Area Control, Critical Failures, Critical Hits, Critical Misses, Damage, Death Consequences, Decreased Abilities, Downtime, Eliminate, Enemies, Factions, Game Termination Penalties, Helplessness, Movement Limitations, New Abilities, No-Ops, Life Penalties, Quick Travel, 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, Extra-Game Consequences, Geometric Progression, Individual Penalties, Mutual Goals, Parallel Lives, Predictable Consequences, Privileged Abilities, Shared Penalties, Shared Resources, Randomness, Rewards

Characters together with Emotional Engrossment

Cutscenes in Single-Player Games

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

Destructible Objects, Ephemeral Events, Safe Havens, Spectators, Tension

with Anonymous Actions and Unmediated Social Interaction

Roleplaying

with Ephemeral Goals

Committed Goals

with Factions

Outcast

with Movement and either Avatars, Characters, or Units

Evade

Can Modulate

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

Potentially Conflicting With

Exaggerated Perception of Influence, Thematic Consistency

Save-Load Cycles in Single-Player Games

Relations

Can Instantiate

Destructible Objects, Ephemeral Events, Safe Havens, Spectators, Tension

with Anonymous Actions and Unmediated Social Interaction

Roleplaying

with Ephemeral Goals

Committed Goals

with Factions

Outcast

with Movement and either Avatars, Characters, or Units

Evade

Can Modulate

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

Can Be Instantiated By

Ability Losses, Actions Have Diegetically Social Consequences, Area Control, Critical Failures, Critical Hits, Critical Misses, Damage, Death Consequences, Decreased Abilities, Downtime, Eliminate, Enemies, Factions, Game Termination Penalties, Helplessness, Movement Limitations, New Abilities, No-Ops, Life Penalties, Quick Travel, 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, Extra-Game Consequences, Geometric Progression, Individual Penalties, Mutual Goals, Parallel Lives, Predictable Consequences, Privileged Abilities, Shared Penalties, Shared Resources, Randomness, Rewards

Characters together with Emotional Engrossment

Cutscenes in Single-Player Games

Possible Closure Effects

-

Potentially Conflicting With

Exaggerated Perception of Influence, 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

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