Difference between revisions of "Save Points"
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[[Traverse]] | [[Traverse]] | ||
[[Scores]] | [[Scores]] | ||
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+ | --- old --- | ||
+ | instantiates: | ||
+ | [[Closure Points]] | ||
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+ | modulates: | ||
+ | [[Collections]], [[Levels]], | ||
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+ | Modulated by: | ||
+ | [[Goal Hierarchies]], [[Safe Havens]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 15:40, 26 October 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Save-Load Cycles Difficulty Levels Assassin's Creed series Levels Extra Chances Temporal Consistency Movement Permadeath Traverse Scores
--- old --- instantiates: Closure Points
modulates: Collections, Levels,
Modulated by: Goal Hierarchies, Safe Havens
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 Points 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
-