Save-Load Cycles

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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

Can Instantiate

Downtime, Extra Chances, Freedom of Choice, Fudged Results, Game Time Manipulation, Game Pauses, Interruptibility, Negotiable Play Sessions, Replayability, Stimulated Planning

with Single-Player Games

Experimenting

Can Modulate

Real-Time Games

Can Be Instantiated By

Dedicated Game Facilitators

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Death Consequences, Difficulty Levels, Irreversible Events, Permadeath, Multiplayer Games, Scores, 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

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