Shared Penalties

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Shared Penalties can be used for several purposes. One is to give players the Mutual Goals of avoiding them and another is to attached them to already existing Mutual Goals to make them more important. If Shared Penalties can be the result of failing Collaborative Actions, the combination makes players have Committed Goals. They are one essential part of creating Teams (the other being Shared Rewards). They can also be used to strengthen the ties of Alliances or Social Organizations as well as being the basis for many types of Social Dilemmas.


Can Be Instantiated By

Collaborative Actions, Factions, Team Elimination, Tied Results

Shared Penalties

Can Be Modulated By

Negotiation, Player-Decided Distributions, Shared Resources

Potentially Conflicting With

Altruistic Actions, Exaggerated Perception of Influence, Individual Penalties, Tiebreakers

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Shared Penalties are obviously Penalties. Experiencing them together with other can give these people the sense of Togetherness. Handling how to manage or distribute them, or when they may be acceptable to take, may define a Social Role.

Relations

Can Instantiate

Mutual Goals, Penalties, Social Dilemmas, Social Roles, Teams, Togetherness

with Collaborative Actions

Committed Goals

Can Modulate

Alliances, Mutual Goals, Social Organizations

Can Be Instantiated By

Collaborative Actions, Factions, Team Elimination, Tied Results

Can Be Modulated By

Negotiation, Player-Decided Distributions, Shared Resources

Possible Closure Effects

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Potentially Conflicting With

Altruistic Actions, Exaggerated Perception of Influence, Individual Penalties, Tiebreakers

History

An updated version of the pattern Shared 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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