Difference between revisions of "Save-Load Cycles"

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(Relations)
(Relations)
Line 31: Line 31:
  
 
== Relations ==
 
== 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]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Downtime]],  
 
[[Downtime]],  
 
[[Extra Chances]],  
 
[[Extra Chances]],  
 +
[[Extra-Game Actions]],
 
[[Freedom of Choice]],  
 
[[Freedom of Choice]],  
 
[[Fudged Results]],  
 
[[Fudged Results]],  
Line 49: Line 42:
 
[[Negotiable Play Sessions]],  
 
[[Negotiable Play Sessions]],  
 
[[Replayability]],  
 
[[Replayability]],  
[[Stimulated Planning]]
+
[[Reversibility]],
 +
[[Smooth Learning Curves]],
 +
[[Stimulated Planning]],
 +
[[Trans-Game Information]]  
  
 
==== with [[Single-Player Games]] ====
 
==== with [[Single-Player Games]] ====
Line 55: Line 51:
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Direct Information]],
 +
[[Near Miss Indicators]],
 
[[Real-Time Games]]
 
[[Real-Time Games]]
  
Line 61: Line 59:
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Save Points]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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[[Difficulty Levels]],  
 
[[Difficulty Levels]],  
 
[[Irreversible Events]],  
 
[[Irreversible Events]],  
 +
[[Leaps of Faith]],
 +
[[Penalties]],
 
[[Permadeath]],  
 
[[Permadeath]],  
 
[[Multiplayer Games]],  
 
[[Multiplayer Games]],  
 
[[Scores]],  
 
[[Scores]],  
 +
[[Surprises]],
 
[[Tension]],  
 
[[Tension]],  
 
[[Time Limited Game Instances]]
 
[[Time Limited Game Instances]]

Revision as of 14:34, 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

Can Instantiate

Downtime, Extra Chances, Extra-Game Actions, Freedom of Choice, Fudged Results, Game Time Manipulation, Game Pauses, Interruptibility, Negotiable Play Sessions, Replayability, Reversibility, Smooth Learning Curves, Stimulated Planning, Trans-Game Information

with Single-Player Games

Experimenting

Can Modulate

Direct Information, Near Miss Indicators, Real-Time Games

Can Be Instantiated By

Dedicated Game Facilitators

Can Be Modulated By

Save Points

Possible Closure Effects

-

Potentially Conflicting With

Death Consequences, Difficulty Levels, Irreversible Events, Leaps of Faith, Penalties, Permadeath, Multiplayer Games, Scores, Surprises, 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

-