Difference between revisions of "Save Points"

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=== Examples ===
 
=== Examples ===
 +
[[Assassin's Creed series]]
 +
 +
[[Dead Rising]]
 +
  
 
==== Anti-Examples ====
 
==== Anti-Examples ====
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[[Save-Load Cycles]]
 
[[Save-Load Cycles]]
 
[[Difficulty Levels]]
 
[[Difficulty Levels]]
[[Assassin's Creed series]]
 
 
[[Levels]]
 
[[Levels]]
 
[[Extra Chances]]
 
[[Extra Chances]]
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--- old ---
 
--- old ---
instantiates:
 
[[Closure Points]]
 
 
modulates:
 
 
[[Collections]], [[Levels]],  
 
[[Collections]], [[Levels]],  
  
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=== Can Instantiate ===
 
=== Can Instantiate ===
-
+
[[Closure Points]]
 
+
==== with ... ====
+
  
 
=== Can Modulate ===
 
=== Can Modulate ===

Revision as of 10:34, 27 October 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Assassin's Creed series

Dead Rising


Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Save-Load Cycles Difficulty Levels Levels Extra Chances Temporal Consistency Movement Permadeath Traverse Scores

--- old --- Collections, Levels,

Modulated by: Goal Hierarchies, Safe Havens

Can Instantiate

Closure Points

Can Modulate

-

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Save Points 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

-