Difference between revisions of "Save Points"

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(Relations)
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[[Dead Rising]]
 
[[Dead Rising]]
  
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== Using the pattern ==
 +
=== Can Modulate ===
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[[Check Points]],
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[[Collections]],
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[[Levels]],
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[[Permadeath]],
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[[Safe Havens]],
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[[Save-Load Cycles]],
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[[Traverse]]
  
==== Anti-Examples ====
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=== Can Be Modulated By ===
optional
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[[Goal Hierarchies]]
  
== Using the pattern ==
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=== Potentially Conflicting With ===
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[[Scores]],
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[[Temporal Consistency]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
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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.

Examples

Assassin's Creed series

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

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

Closure Points, Extra Chances

Can Modulate

Check Points, Collections, Levels, Permadeath, Safe Havens, Save-Load Cycles, Traverse

Can Be Instantiated By

-

Can Be Modulated By

Goal Hierarchies

Possible Closure Effects

-

Potentially Conflicting With

Scores, Temporal Consistency

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-