Difference between revisions of "Save-Load Cycles"

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(Relations)
(Relations)
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---
  
[[Irreversible Events]]
 
[[Real-Time Games]]
 
[[Time Limited Game Instances]]
 
[[Tension]]
 
[[Replayability]]
 
[[Dedicated Game Facilitators]]
 
[[Units]]
 
[[Stimulated Planning]]
 
 
[[Experimenting]]
 
[[Experimenting]]
 
[[Fudged Results]]
 
[[Fudged Results]]
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=== Can Instantiate ===
 
=== Can Instantiate ===
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+
[[Replayability]],
 
+
[[Stimulated Planning]]
==== with ... ====
+
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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+
[[Real-Time Games]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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+
[[Dedicated Game Facilitators]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Irreversible Events]],
 +
[[Tension]],
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[[Time Limited Game Instances]]
  
 
== History ==
 
== History ==

Revision as of 14:26, 4 August 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, Extra-Game Actions, Reversibility

Modulates: Direct Information, Near Miss Indicators

Save Points

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

Real-Time Games

Can Be Instantiated By

Dedicated Game Facilitators

Can Be Modulated By

-

Possible Closure Effects

-

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

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

Acknowledgements

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