Save Points
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Can Modulate
, Collections,
A large part of designing Save Points is to choose when they exist. This may be as physical locations – in which case they either modulate or create Check Points –
Levels, Permadeath, Safe Havens, Save-Load Cycles, Traverse
Can Be Modulated By
Save Points changes or makes Scores represent something different since players can go back to earlier game states and try to maximize Scores in a way not possible in games without Save Points (or Save Files).
Narration Aspects
From a narrational point of view, Save Points sets up a problem of maintaining Temporal Consistency regarding what happens in the unfolding story of a game compared to what a players knows and does if using Save Points to go back and redo parts of the game.
Consequences
Reaching Save Points can count as reaching (Traverse) closures, so the use of them can be seen as already creating Closure Points. Since the purpose of Save Points is to provide players with points from which they can restart later if need be, they also allow players to have Extra Chances.
Relations
Can Instantiate
Check Points, Closure Points, Extra Chances
Can Modulate
Check Points, Collections, Levels, Permadeath, Safe Havens, Save-Load Cycles, Traverse
Can Be Instantiated By
-
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Save Points 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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