{"schemaVersion":1,"record":{"key":"mechanic/game-mechanics--gm-all-or-nothing-gore","type":"mechanic","id":"game-mechanics--gm-all-or-nothing-gore","lang":"en","title":"All-or-nothing gore","summary":"Severe visible injury appears only when the target transitions to death.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-all-or-nothing-gore/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-all-or-nothing-gore.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-all-or-nothing-gore.md","aliases":["All-or-nothing damage"],"tags":["Game design techniques","Killing","Blood","Immersion killers"],"sourceIds":["source-f8dce75df4a5082a","source-a58bf403242eef24"],"sources":[{"id":"source-f8dce75df4a5082a","title":"Game Mechanics: All-or-nothing gore","url":"https://gamemechanics.org/patterns/all-or-nothing-gore","verifiedAt":null},{"id":"source-a58bf403242eef24","title":"F.E.A.R. 2: Project Origin (2009)","url":"https://gamemechanics.org/patterns/all-or-nothing-gore/game/f-e-a-r-2-project-origin","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Severe visible injury appears only when the target transitions to death."},{"id":"variants","title":"Variants","body":"### How the technique works\n\n<a id=\"gm-all-or-nothing-gore-rule\"></a>\n\n- Severe visible injury appears only when the target transitions to death. <a id=\"gm-all-or-nothing-gore-definition\"></a>"},{"id":"context","title":"Context and limits","body":"All 199 Game Mechanics entries at the check date: player actions, systems, presentation techniques and contested patterns. Entries are grouped by their first source-card category; all categories appear in their descriptions. Definitions use original wording. References link to game-specific galleries; images and videos remain at the source."}],"relations":[],"placements":[{"catalogId":"game-mechanics","id":"gm-all-or-nothing-gore","title":"Game design techniques","url":"https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-all-or-nothing-gore","categoryIds":["gm-category-killing","gm-category-immersion-killers","gm-category-blood"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"All-or-nothing damage","description":"Severe visible injury appears only when the target transitions to death.","image":{"src":"images/mechanics/impact-all-or-nothing-gore.webp","width":598,"height":308,"game":"F.E.A.R. 2: Project Origin","sourceUrl":"https://gamemechanics.org/patterns/all-or-nothing-gore","originalUrl":"https://cdn.gamemechanics.org/webm/fear_2_splash_death2-mtfldrp2.webm","sourceFrameSeconds":1.91,"credit":"Monolith Productions; frame from clip via GameMechanics.org","rights":"Game imagery © its respective rights holders. Source host: GameMechanics.org. Visible source watermarks preserved. All rights reserved; excluded from MIT and CC BY 4.0.","caption":"Appearance changes abruptly after lethal damage","alt":"F.E.A.R. 2: Project Origin: Appearance changes abruptly after lethal damage.","markers":[{"x":50,"y":40,"label":"Abrupt transition to a destroyed model"}]},"tips":["Match the state transition to gameplay damage and the project’s style."],"examples":[{"title":"F.E.A.R. 2: Project Origin","url":"https://gamemechanics.org/patterns/all-or-nothing-gore"}]}},"endsAt":null,"provenance":"Editorial reference index based on the 199 public Game Mechanics pattern pages checked on 2026-10-20. Original concise RU/EN definitions by gamemechanics.pro; pattern names, category associations and game-reference URLs retained from gamemechanics.org. The source gallery includes a film analogy. Linked materials retain their original rights; references are upstream attributions, not independent verification.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/game-mechanics"}}