Difference between revisions of "Save-Load Cycles"
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− | Instantiates: | + | Instantiates: Trans-Game Information, Smooth Learning Curves, Spawning, Extra-Game Actions, Reversability |
− | Modulates: Direct Information, Near Miss Indicators | + | Modulates: Direct Information, Near Miss Indicators |
− | + | [[Save Points]] | |
− | + | Potentially conflicting with: Surprises, Leaps of Faith, Penalties | |
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− | Potentially conflicting with: Surprises, Leaps of Faith, Penalties | + | |
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Revision as of 09:02, 17 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
add NPC party spoof from Baldur's gate expansion Throne of Bhaal
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Trans-Game Information, Smooth Learning Curves, Spawning, Extra-Game Actions, Reversability
Modulates: Direct Information, Near Miss Indicators
Potentially conflicting with: Surprises, Leaps of Faith, Penalties
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Irreversible Events Real-Time Games Time Limited Game Instances Tension Replayability Dedicated Game Facilitators Units Stimulated Planning Experimenting Fudged Results Extra Chances Freedom of Choice Multiplayer Games Single-Player Games Underlying Assumptions and Concepts Difficulty Levels Delayed Effects Ability Losses Permadeath Death Consequences Puzzle Solving Interruptibility Negotiable Play Sessions Scores Downtime Game Time Manipulation Game Pauses
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Save-Load Cycles that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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