Save Points

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Revision as of 10:34, 27 October 2015 by Staffan Björk (Talk | contribs)

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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

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Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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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

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