Difference between revisions of "Save-Load Cycles"

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== Relations ==
 
== Relations ==
Instantiates: Stimulated Planning, Trans-Game Information, Smooth Learning Curves, Experimenting, Downtime, Replayability, Freedom of Choice, Spawning, Extra-Game Actions, Game Pauses, Reversability
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Instantiates: Trans-Game Information, Smooth Learning Curves, Spawning, Extra-Game Actions, Reversability
  
Modulates: Direct Information, Near Miss Indicators, Real-Time Games, Single-Player Games, Tension
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Modulates: Direct Information, Near Miss Indicators
  
Instantiated by: Dedicated Game Facilitators
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[[Save Points]]
  
Modulated by: Save Points
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Potentially conflicting with: Surprises, Leaps of Faith, Penalties
 
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Potentially conflicting with: Surprises, Leaps of Faith, Penalties, Multiplayer Games, Irreversible Actions, Puzzle Solving, Immersion, Ability Losses, Score
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Revision as of 09:02, 17 July 2015

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: Trans-Game Information, Smooth Learning Curves, Spawning, Extra-Game Actions, Reversability

Modulates: Direct Information, Near Miss Indicators

Save Points

Potentially conflicting with: Surprises, Leaps of Faith, Penalties

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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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