Save-Load Cycles: Difference between revisions

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== Relations ==
== Relations ==
Instantiates: Trans-Game Information, Smooth Learning Curves, Spawning, Extra-Game Actions, Reversability
Instantiates: [[Trans-Game Information]], [[Smooth Learning Curves]], [[Spawning]], [[Extra-Game Actions]], [[Reversibility]]


Modulates: Direct Information, Near Miss Indicators
Modulates: [[Direct Information]], [[Near Miss Indicators]]


[[Save Points]]
[[Save Points]]


Potentially conflicting with: Surprises, Leaps of Faith, Penalties
Potentially conflicting with: [[Surprises]], [[Leaps of Faith]], [[Penalties]]


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Revision as of 14:23, 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, Spawning, Extra-Game Actions, Reversibility

Modulates: Direct Information, Near Miss Indicators

Save Points

Potentially conflicting with: Surprises, Leaps of Faith, Penalties

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Irreversible Events Real-Time Games Time Limited Game Instances Tension Replayability Dedicated Game Facilitators Units Stimulated Planning Experimenting Fudged Results Extra Chances Freedom of Choice Multiplayer Games Single-Player Games Underlying Assumptions and Concepts Difficulty Levels Delayed Effects Ability Losses Permadeath Death Consequences Puzzle Solving Interruptibility Negotiable Play Sessions Scores Downtime Game Time Manipulation Game Pauses

Can Instantiate

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with ...

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-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

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