Save-Load Cycles: Difference between revisions

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Potentially conflicting with: [[Surprises]], [[Leaps of Faith]], [[Penalties]]
Potentially conflicting with: [[Surprises]], [[Leaps of Faith]], [[Penalties]]
---
[[Death Consequences]]
[[Puzzle Solving]]
[[Interruptibility]]
[[Negotiable Play Sessions]]
[[Scores]]
[[Downtime]]
[[Game Time Manipulation]]
[[Game Pauses]]


=== Can Instantiate ===
=== Can Instantiate ===
[[Downtime]],
[[Extra Chances]],  
[[Extra Chances]],  
[[Freedom of Choice]],  
[[Freedom of Choice]],  
[[Fudged Results]],  
[[Fudged Results]],  
[[Game Time Manipulation]],
[[Game Pauses]],
[[Interruptibility]],
[[Negotiable Play Sessions]],
[[Replayability]],  
[[Replayability]],  
[[Stimulated Planning]]
[[Stimulated Planning]]
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=== Potentially Conflicting With ===
=== Potentially Conflicting With ===
[[Death Consequences]],
[[Difficulty Levels]],  
[[Difficulty Levels]],  
[[Irreversible Events]],  
[[Irreversible Events]],  
[[Permadeath]],  
[[Permadeath]],  
[[Multiplayer Games]],  
[[Multiplayer Games]],  
[[Scores]],
[[Tension]],  
[[Tension]],  
[[Time Limited Game Instances]]
[[Time Limited Game Instances]]

Revision as of 14:32, 4 August 2015

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

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Trans-Game Information, Smooth Learning Curves, Extra-Game Actions, Reversibility

Modulates: Direct Information, Near Miss Indicators

Save Points

Potentially conflicting with: Surprises, Leaps of Faith, Penalties

Can Instantiate

Downtime, Extra Chances, Freedom of Choice, Fudged Results, Game Time Manipulation, Game Pauses, Interruptibility, Negotiable Play Sessions, Replayability, Stimulated Planning

Experimenting

Can Modulate

Real-Time Games

Can Be Instantiated By

Dedicated Game Facilitators

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Death Consequences, Difficulty Levels, Irreversible Events, Permadeath, Multiplayer Games, Scores, 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<ref name="Bjork & Holopainen 2004"/>.

References

<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>

Acknowledgements

-