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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Death Consequences Puzzle Solving Interruptibility Negotiable Play Sessions Scores Downtime Game Time Manipulation Game Pauses
Can Instantiate
Extra Chances, Freedom of Choice, Fudged Results, Replayability, Stimulated Planning
with Single-Player Games
Can Modulate
Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
Difficulty Levels, Irreversible Events, Permadeath, Multiplayer Games, 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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