Difference between revisions of "Save Points"
From gdp3
Line 13: | Line 13: | ||
=== Examples === | === Examples === | ||
+ | [[Assassin's Creed series]] | ||
+ | |||
+ | [[Dead Rising]] | ||
+ | |||
==== Anti-Examples ==== | ==== Anti-Examples ==== | ||
Line 30: | Line 34: | ||
[[Save-Load Cycles]] | [[Save-Load Cycles]] | ||
[[Difficulty Levels]] | [[Difficulty Levels]] | ||
− | |||
[[Levels]] | [[Levels]] | ||
[[Extra Chances]] | [[Extra Chances]] | ||
Line 40: | Line 43: | ||
--- old --- | --- old --- | ||
− | |||
− | |||
− | |||
− | |||
[[Collections]], [[Levels]], | [[Collections]], [[Levels]], | ||
Line 50: | Line 49: | ||
=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Closure Points]] | |
− | + | ||
− | + | ||
=== Can Modulate === | === Can Modulate === |
Revision as of 10:34, 27 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 Levels Extra Chances Temporal Consistency Movement Permadeath Traverse Scores
--- old --- Collections, Levels,
Modulated by: Goal Hierarchies, Safe Havens
Can Instantiate
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
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
-