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: 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

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

Acknowledgements

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