Save Points: Difference between revisions

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== Relations ==
== Relations ==
Modulated by:
[[Safe Havens]]
=== Can Instantiate ===
=== Can Instantiate ===
[[Closure Points]],  
[[Closure Points]],  
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[[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<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

-