{"schemaVersion":1,"record":{"key":"mechanic/game-mechanics--gm-gibbing","type":"mechanic","id":"game-mechanics--gm-gibbing","lang":"ru","title":"Расчленение при гибели (Gibbing)","summary":"Смертельное воздействие разделяет модель противника на фрагменты.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/ru/knowledge/mechanic/game-mechanics--gm-gibbing/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/ru/mechanic/game-mechanics--gm-gibbing.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/ru/mechanic/game-mechanics--gm-gibbing.md","aliases":["Распад модели на фрагменты"],"tags":["Игровые приёмы","Убийство","Удовольствие от действия"],"sourceIds":["source-dca1eb6e2ae88dc8","source-5a2ca04be92b6aa0","source-a2e24e12a87b301b","source-d947891269dde66e","source-e099ae8305255935","source-abd30d417f62ab47"],"sources":[{"id":"source-dca1eb6e2ae88dc8","title":"Game Mechanics: Расчленение при гибели","url":"https://gamemechanics.org/patterns/gibbing","verifiedAt":null},{"id":"source-5a2ca04be92b6aa0","title":"Doom (1993)","url":"https://gamemechanics.org/patterns/gibbing/game/doom","verifiedAt":null},{"id":"source-a2e24e12a87b301b","title":"Quake (1996)","url":"https://gamemechanics.org/patterns/gibbing/game/quake","verifiedAt":null},{"id":"source-d947891269dde66e","title":"Doom 3 (2004)","url":"https://gamemechanics.org/patterns/gibbing/game/doom-3","verifiedAt":null},{"id":"source-e099ae8305255935","title":"Call of Duty 2 (2005)","url":"https://gamemechanics.org/patterns/gibbing/game/call-of-duty-2","verifiedAt":null},{"id":"source-abd30d417f62ab47","title":"Black Mesa (2015)","url":"https://gamemechanics.org/patterns/gibbing/game/black-mesa","verifiedAt":null}],"sections":[{"id":"principle","title":"Как работает","body":"Смертельное воздействие разделяет модель противника на фрагменты."},{"id":"variants","title":"Варианты","body":"### Как работает приём\n\n<a id=\"gm-gibbing-rule\"></a>\n\n- Смертельное воздействие разделяет модель противника на фрагменты. <a id=\"gm-gibbing-definition\"></a>"},{"id":"context","title":"Контекст и ограничения","body":"Все 199 записей Game Mechanics на дату проверки: игровые действия, системы, способы подачи и спорные приёмы. Группировка использует первую категорию исходной карточки; остальные категории указаны в описании. Определения написаны своими словами. Референсы ведут к галереям конкретных игр; изображения и видео остаются у источника."}],"relations":[],"placements":[{"catalogId":"game-mechanics","id":"gm-gibbing","title":"Игровые приёмы","url":"https://gamemechanics.pro/ru/mechanics/game-mechanics/#gm-gibbing","categoryIds":["gm-category-killing","gm-category-satisfying"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Распад модели на фрагменты","description":"Смертельное воздействие разделяет модель противника на фрагменты.","image":{"src":"images/mechanics/impact-gibbing.webp","width":600,"height":410,"game":"Quake","sourceUrl":"https://gamemechanics.org/patterns/gibbing","originalUrl":"https://cdn.gamemechanics.org/webm/quake_gibs-mta4pvo6.webm","sourceFrameSeconds":2.73,"credit":"id Software; 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":"Объёмные фрагменты вместо цельной модели","alt":"Quake: Объёмные фрагменты вместо цельной модели.","markers":[{"x":49,"y":51,"label":"Фрагмент модели в полёте"}]},"tips":["Сохраняйте понятный результат атаки и ограничивайте количество физических фрагментов."],"examples":[{"title":"Quake","url":"https://gamemechanics.org/patterns/gibbing"}]}},"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"}}