Difference between revisions of "Save-Load Cycles"
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Downtime]], | [[Downtime]], | ||
[[Extra Chances]], | [[Extra Chances]], | ||
+ | [[Extra-Game Actions]], | ||
[[Freedom of Choice]], | [[Freedom of Choice]], | ||
[[Fudged Results]], | [[Fudged Results]], | ||
Line 49: | Line 42: | ||
[[Negotiable Play Sessions]], | [[Negotiable Play Sessions]], | ||
[[Replayability]], | [[Replayability]], | ||
− | [[Stimulated Planning]] | + | [[Reversibility]], |
+ | [[Smooth Learning Curves]], | ||
+ | [[Stimulated Planning]], | ||
+ | [[Trans-Game Information]] | ||
==== with [[Single-Player Games]] ==== | ==== with [[Single-Player Games]] ==== | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Direct Information]], | ||
+ | [[Near Miss Indicators]], | ||
[[Real-Time Games]] | [[Real-Time Games]] | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[Save Points]] | |
=== Possible Closure Effects === | === Possible Closure Effects === | ||
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[[Difficulty Levels]], | [[Difficulty Levels]], | ||
[[Irreversible Events]], | [[Irreversible Events]], | ||
+ | [[Leaps of Faith]], | ||
+ | [[Penalties]], | ||
[[Permadeath]], | [[Permadeath]], | ||
[[Multiplayer Games]], | [[Multiplayer Games]], | ||
[[Scores]], | [[Scores]], | ||
+ | [[Surprises]], | ||
[[Tension]], | [[Tension]], | ||
[[Time Limited Game Instances]] | [[Time Limited Game Instances]] |
Revision as of 14:34, 4 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
add NPC party spoof from Baldur's gate expansion Throne of Bhaal
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Downtime, Extra Chances, Extra-Game Actions, Freedom of Choice, Fudged Results, Game Time Manipulation, Game Pauses, Interruptibility, Negotiable Play Sessions, Replayability, Reversibility, Smooth Learning Curves, Stimulated Planning, Trans-Game Information
with Single-Player Games
Can Modulate
Direct Information, Near Miss Indicators, Real-Time Games
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Death Consequences, Difficulty Levels, Irreversible Events, Leaps of Faith, Penalties, Permadeath, Multiplayer Games, Scores, Surprises, Tension, Time Limited Game Instances
History
An updated version of the pattern Save-Load Cycles 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
-