Save-Load Cycles: Difference between revisions
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[[Death Consequences]] | [[Death Consequences]] | ||
[[Puzzle Solving]] | [[Puzzle Solving]] | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Difficulty Levels]], | |||
[[Irreversible Events]], | [[Irreversible Events]], | ||
[[Permadeath]], | |||
[[Multiplayer Games]], | [[Multiplayer Games]], | ||
[[Tension]], | [[Tension]], | ||
Revision as of 14:29, 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
Potentially conflicting with: Surprises, Leaps of Faith, Penalties
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Death Consequences Puzzle Solving Interruptibility Negotiable Play Sessions Scores Downtime Game Time Manipulation Game Pauses
Can Instantiate
Extra Chances, Freedom of Choice, Fudged Results, Replayability, Stimulated Planning
with Single-Player Games
Can Modulate
Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
Difficulty Levels, Irreversible Events, Permadeath, Multiplayer Games, 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
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