Save-Load Cycles: Difference between revisions

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[[Difficulty Levels]]
[[Delayed Effects]]
[[Ability Losses]]
[[Permadeath]]
[[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

Save Points

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

Experimenting

Can Modulate

Real-Time Games

Can Be Instantiated By

Dedicated Game Facilitators

Can Be Modulated By

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Possible Closure Effects

-

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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