Save-Load Cycles

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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

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

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

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

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

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