Save-Load Cycles

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Revision as of 08:43, 5 August 2015 by Staffan Björk (Talk | contribs) (Consequences)

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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

The actual actions of saving and loading are Extra-Game Actions and cause some Downtime for players. However, more interesting is the many effects on gameplay Save-Load Cycles have. The first most basic consequences is that it allows for Interruptibility since players can have Game Pauses and this gives players a Freedom of Choice when to play since the pattern in practice gives them Negotiable Play Sessions. Player can also use the interludes between play sessions to plan, so the pattern also provides Stimulated Planning.

The ability to load after something unwanted has occurred gives players a form of Reversibility and Extra Chances, and since players can learn from previous attempts Save-Load Cycles provide Trans-Game Information between play sessions and can let players create Fudged Results for themselves. This can be seen as a form of Game Time Manipulation done through non-gameplay actions and allowing for local Replayability inside game instances. While the pattern is most often used in Single-Player Games, in these specifically Save-Load Cycles can encourage player to do Experimenting since the cost of testing something may at most be some Downtime. The ability to instantly mitigate bad effects of gameplay actions which Save-Load Cycles provide can let players have Smooth Learning Curves when trying to learn something about a game.

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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