Difference between revisions of "Save Points"
From gdp3
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[[Dead Rising]] | [[Dead Rising]] | ||
+ | == Using the pattern == | ||
+ | === Can Modulate === | ||
+ | [[Check Points]], | ||
+ | [[Collections]], | ||
+ | [[Levels]], | ||
+ | [[Permadeath]], | ||
+ | [[Safe Havens]], | ||
+ | [[Save-Load Cycles]], | ||
+ | [[Traverse]] | ||
− | === | + | === Can Be Modulated By === |
− | + | [[Goal Hierarchies]] | |
− | == | + | === Potentially Conflicting With === |
+ | [[Scores]], | ||
+ | [[Temporal Consistency]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | Reaching [[Save Points]] can count as reaching ([[Traverse]]) closures, so the use of them can be seen as already creating [[Closure Points]]. Since the purpose of [[Save Points]] is to provide players with points from which they can restart later if need be, they also allow players to have [[Extra Chances]]. | ||
== Relations == | == Relations == |
Revision as of 11:42, 27 October 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Can Modulate
Check Points, Collections, Levels, Permadeath, Safe Havens, Save-Load Cycles, Traverse
Can Be Modulated By
Potentially Conflicting With
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Reaching Save Points can count as reaching (Traverse) closures, so the use of them can be seen as already creating Closure Points. Since the purpose of Save Points is to provide players with points from which they can restart later if need be, they also allow players to have Extra Chances.
Relations
Can Instantiate
Can Modulate
Check Points, Collections, Levels, Permadeath, Safe Havens, Save-Load Cycles, Traverse
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
-