Save-Load Cycles
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
Instantiates: Stimulated Planning, Trans-Game Information, Smooth Learning Curves, Experimenting, Downtime, Replayability, Freedom of Choice, Spawning, Extra-Game Actions, Game Pauses, Reversability
Modulates: Direct Information, Near Miss Indicators, Real-Time Games, Single-Player Games, Tension
Instantiated by: Dedicated Game Facilitators
Modulated by: Save Points
Potentially conflicting with: Surprises, Leaps of Faith, Penalties, Multiplayer Games, Irreversible Actions, Puzzle Solving, Immersion, Ability Losses, Score
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Irreversible Events Real-Time Games Time Limited Game Instances Tension Replayability Dedicated Game Facilitators Units Stimulated Planning Experimenting Fudged Results Extra Chances Freedom of Choice Multiplayer Games Single-Player Games Underlying Assumptions and Concepts Difficulty Levels Delayed Effects Ability Losses Permadeath Death Consequences Puzzle Solving Interruptibility Negotiable Play Sessions Scores Downtime Game Time Manipulation Game Pauses
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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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
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