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: Trans-Game Information, Smooth Learning Curves, Extra-Game Actions, Reversibility
Modulates: Direct Information, Near Miss Indicators
Potentially conflicting with: Surprises, Leaps of Faith, Penalties
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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
Replayability, Stimulated Planning
Can Modulate
Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
Irreversible Events, 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
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