Save Points: Difference between revisions
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=== Examples === | === Examples === | ||
[[Assassin's Creed series]] | |||
[[Dead Rising]] | |||
==== Anti-Examples ==== | ==== Anti-Examples ==== | ||
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[[Save-Load Cycles]] | [[Save-Load Cycles]] | ||
[[Difficulty Levels]] | [[Difficulty Levels]] | ||
[[Levels]] | [[Levels]] | ||
[[Extra Chances]] | [[Extra Chances]] | ||
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--- old --- | --- old --- | ||
[[Collections]], [[Levels]], | [[Collections]], [[Levels]], | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Closure Points]] | |||
=== Can Modulate === | === Can Modulate === | ||
Revision as of 10:34, 27 October 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Save-Load Cycles Difficulty Levels Levels Extra Chances Temporal Consistency Movement Permadeath Traverse Scores
--- old --- Collections, Levels,
Modulated by: Goal Hierarchies, Safe Havens
Can Instantiate
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 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
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