The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
- 1 Examples
- 2 Using the pattern
- 3 Consequences
- 4 Relations
- 5 History
- 6 References
- 7 Acknowledgements
Using the pattern
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,
with Movement and either Avatars, Characters, or Units
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
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
An updated version of the pattern Penalties that was part of the original collection in the book Patterns in Game Design.
- Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.