Difference between revisions of "Save Points"
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[[Tomb Raider series]] in console versions | [[Tomb Raider series]] in console versions | ||
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+ | [[Left 4 Dead series]] | ||
== Using the pattern == | == Using the pattern == | ||
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[[Collections]], | [[Collections]], | ||
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A large part of designing [[Save Points]] is to choose when they exist. This may be as physical locations – in which case they either modulate or create [[Check Points]] – in [[Levels]], or they can exist between [[Levels]]. When they do exist as physical locations they tend to exist in [[Safe Havens]] since this prevents players from creating [[Unwinnable Game States]] of the form where they will automatically die directly after loading the game state saved by a [[Save Points|Save Point]]. | A large part of designing [[Save Points]] is to choose when they exist. This may be as physical locations – in which case they either modulate or create [[Check Points]] – in [[Levels]], or they can exist between [[Levels]]. When they do exist as physical locations they tend to exist in [[Safe Havens]] since this prevents players from creating [[Unwinnable Game States]] of the form where they will automatically die directly after loading the game state saved by a [[Save Points|Save Point]]. | ||
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− | [[Save Points]] changes or makes [[Scores]] represent something different since players can go back to earlier game states and try to maximize [[Scores]] in a way not possible in games without [[Save Points]] (or [[Save Files]]). | + | [[Save Points]] changes or makes [[Scores]] represent something different since players can go back to earlier game states and try to maximize [[Scores]] in a way not possible in games without [[Save Points]] (or [[Save Files]]). They are also difficult to combine with [[Multiplayer Games]] that do not have [[Cooperation]] since what constitutes a good [[Save Points|Save Point]] can be difficult to judge. |
=== Narration Aspects === | === Narration Aspects === | ||
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Check Points]], | [[Check Points]], | ||
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[[Scores]], | [[Scores]], | ||
[[Temporal Consistency]] | [[Temporal Consistency]] | ||
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+ | [[Multiplayer Games]] that do not have [[Cooperation]] between all players | ||
== History == | == History == |
Revision as of 13:21, 28 October 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
TV Tropes has an entry for Save Points[1].
Contents
Examples
Tomb Raider series in console versions
Using the pattern
Can Modulate
, Collections,
A large part of designing Save Points is to choose when they exist. This may be as physical locations – in which case they either modulate or create Check Points – in Levels, or they can exist between Levels. When they do exist as physical locations they tend to exist in Safe Havens since this prevents players from creating Unwinnable Game States of the form where they will automatically die directly after loading the game state saved by a Save Point.
Save Points need to make use of Save Files in some sense.
A general question for Save Points used in a game is it they simply save that a player has reached that point, only a part of the overall game state, or the complete game state. In the first case, the Save Files may simply only be Password Save Files. Permadeath,
Can Be Modulated By
Save Points changes or makes Scores represent something different since players can go back to earlier game states and try to maximize Scores in a way not possible in games without Save Points (or Save Files). They are also difficult to combine with Multiplayer Games that do not have Cooperation since what constitutes a good Save Point can be difficult to judge.
Narration Aspects
From a narrational point of view, Save Points sets up a problem of maintaining Temporal Consistency regarding what happens in the unfolding story of a game compared to what a players knows and does if using Save Points to go back and redo parts of the game.
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
Check Points, Closure Points, Extra Chances, Password Save Files, Save Files, Unwinnable Game States
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
Multiplayer Games that do not have Cooperation between all players
History
An updated version of the pattern Save Points that was part of the original collection in the book Patterns in Game Design[2].
References
- ↑ Entry for Save Points at the TV Tropes wiki.
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-