Save Points: Difference between revisions

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== Relations ==
== Relations ==
[[Save-Load Cycles]]
[[Difficulty Levels]]
[[Levels]]
[[Extra Chances]]
[[Temporal Consistency]]
[[Movement]]
[[Permadeath]]
[[Traverse]]
[[Scores]]
--- old ---
[[Collections]], [[Levels]],
Modulated by:  
Modulated by:  
[[Goal Hierarchies]], [[Safe Havens]]
[[Safe Havens]]


=== Can Instantiate ===
=== Can Instantiate ===
[[Closure Points]]
[[Closure Points]],
[[Extra Chances]]


=== Can Modulate ===
=== Can Modulate ===
-
[[Check Points]],
[[Collections]],
[[Levels]],
[[Permadeath]],
[[Save-Load Cycles]],
[[Traverse]]


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
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=== Can Be Modulated By ===
=== Can Be Modulated By ===
-
[[Goal Hierarchies]]


=== Possible Closure Effects ===
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
=== Potentially Conflicting With ===
-
[[Scores]],
[[Temporal Consistency]]


== History ==
== History ==

Revision as of 10:39, 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

Modulated by: Safe Havens

Can Instantiate

Closure Points, Extra Chances

Can Modulate

Check Points, Collections, Levels, Permadeath, 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<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

-