Difference between revisions of "Save-Load Cycles"

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(Relations)
(Relations)
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---
 
---
  
[[Experimenting]]
 
[[Fudged Results]]
 
[[Extra Chances]]
 
[[Freedom of Choice]]
 
[[Multiplayer Games]]
 
[[Single-Player Games]]
 
[[Underlying Assumptions and Concepts]]
 
 
[[Difficulty Levels]]
 
[[Difficulty Levels]]
 
[[Delayed Effects]]
 
[[Delayed Effects]]
Line 62: Line 55:
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Extra Chances]],
 +
[[Freedom of Choice]],
 +
[[Fudged Results]],
 
[[Replayability]],  
 
[[Replayability]],  
 
[[Stimulated Planning]]
 
[[Stimulated Planning]]
 +
 +
==== with [[Single-Player Games]] ====
 +
[[Experimenting]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 
[[Irreversible Events]],  
 
[[Irreversible Events]],  
 +
[[Multiplayer Games]],
 
[[Tension]],  
 
[[Tension]],  
 
[[Time Limited Game Instances]]
 
[[Time Limited Game Instances]]

Revision as of 14:28, 4 August 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

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

Instantiates: Trans-Game Information, Smooth Learning Curves, Extra-Game Actions, Reversibility

Modulates: Direct Information, Near Miss Indicators

Save Points

Potentially conflicting with: Surprises, Leaps of Faith, Penalties

---

Difficulty Levels Delayed Effects Ability Losses Permadeath Death Consequences Puzzle Solving Interruptibility Negotiable Play Sessions Scores Downtime Game Time Manipulation Game Pauses

Can Instantiate

Extra Chances, Freedom of Choice, Fudged Results, Replayability, Stimulated Planning

with Single-Player Games

Experimenting

Can Modulate

Real-Time Games

Can Be Instantiated By

Dedicated Game Facilitators

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Irreversible Events, Multiplayer Games, 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

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

Acknowledgements

-