Difference between revisions of "Save Points"

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(Relations)
(Relations)
Line 32: Line 32:
  
 
== Relations ==
 
== Relations ==
Modulated by:
 
[[Safe Havens]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Closure Points]],  
 
[[Closure Points]],  
Line 44: Line 41:
 
[[Levels]],  
 
[[Levels]],  
 
[[Permadeath]],  
 
[[Permadeath]],  
 +
[[Safe Havens]],
 
[[Save-Load Cycles]],  
 
[[Save-Load Cycles]],  
 
[[Traverse]]
 
[[Traverse]]

Revision as of 10:41, 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

Can Instantiate

Closure Points, Extra Chances

Can Modulate

Check Points, Collections, Levels, Permadeath, Safe Havens, Save-Load Cycles, Traverse

Can Be Instantiated By

-

Can Be Modulated By

Goal Hierarchies

Possible Closure Effects

-

Potentially Conflicting With

Scores, Temporal Consistency

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

-