Difference between revisions of "Save-Load Cycles"
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== Using the pattern == | == Using the pattern == | ||
+ | The primary challenge of [[Save-Load Cycles]] is the technical need of being able to store whole game states and quickly replace current ones with saved ones. This is typically solved by having games run by [[Dedicated Game Facilitators]]. [[Save Points]] can be used to make this easier but can also be used to require players to get to certain point in the gameplay before being allowed to save. | ||
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=== Can Modulate === | === Can Modulate === | ||
[[Direct Information]], | [[Direct Information]], | ||
[[Near Miss Indicators]], | [[Near Miss Indicators]], | ||
[[Real-Time Games]] | [[Real-Time Games]] | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === |
Revision as of 08:55, 5 August 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
The primary challenge of Save-Load Cycles is the technical need of being able to store whole game states and quickly replace current ones with saved ones. This is typically solved by having games run by Dedicated Game Facilitators. Save Points can be used to make this easier but can also be used to require players to get to certain point in the gameplay before being allowed to save.
Can Modulate
Direct Information, Near Miss Indicators, Real-Time Games
Potentially Conflicting With
Death Consequences, Difficulty Levels, Irreversible Events, Leaps of Faith, Penalties, Permadeath, Multiplayer Games, Scores, Surprises, Tension, Time Limited Game Instances
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
The actual actions of saving and loading are Extra-Game Actions and cause some Downtime for players. However, more interesting is the many effects on gameplay Save-Load Cycles have. The first most basic consequences is that it allows for Interruptibility since players can have Game Pauses and this gives players a Freedom of Choice when to play since the pattern in practice gives them Negotiable Play Sessions. Player can also use the interludes between play sessions to plan, so the pattern also provides Stimulated Planning.
The ability to load after something unwanted has occurred gives players a form of Reversibility and Extra Chances, and since players can learn from previous attempts Save-Load Cycles provide Trans-Game Information between play sessions and can let players create Fudged Results for themselves. This can be seen as a form of Game Time Manipulation done through non-gameplay actions and allowing for local Replayability inside game instances. While the pattern is most often used in Single-Player Games, in these specifically Save-Load Cycles can encourage player to do Experimenting since the cost of testing something may at most be some Downtime. The ability to instantly mitigate bad effects of gameplay actions which Save-Load Cycles provide can let players have Smooth Learning Curves when trying to learn something about a game.
Relations
Can Instantiate
Downtime, Extra Chances, Extra-Game Actions, Freedom of Choice, Fudged Results, Game Time Manipulation, Game Pauses, Interruptibility, Negotiable Play Sessions, Replayability, Reversibility, Smooth Learning Curves, Stimulated Planning, Trans-Game Information
with Single-Player Games
Can Modulate
Direct Information, Near Miss Indicators, Real-Time Games
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
Death Consequences, Difficulty Levels, Irreversible Events, Leaps of Faith, Penalties, Permadeath, Multiplayer Games, Scores, Surprises, Tension, Time Limited Game Instances
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
-