Difference between revisions of "Save-Load Cycles"
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== Using the pattern == | == Using the pattern == | ||
+ | === Can Modulate === | ||
+ | [[Direct Information]], | ||
+ | [[Near Miss Indicators]], | ||
+ | [[Real-Time Games]] | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Dedicated Game Facilitators]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Save Points]] | ||
+ | |||
+ | === 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]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | === 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]] ==== | ||
+ | [[Experimenting]] | ||
== Relations == | == Relations == |
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
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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
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
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
-