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		<rdfs:label>Checkpoint Starvation</rdfs:label>
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		<property:Description rdf:datatype="http://www.w3.org/2001/XMLSchema#string">Checkpoint placement or accessibility is designed in a way that makes it difficult for the player to survive before they reach a possibility to save their progress. The access to checkpoints can be limited through distance between them, specific objects in their inventory that allow saving, or parts of the gameworld. The player is forced to give more value to the possibility of saving, and to put more thought into using it. This cautiousness creates additional tension and makes the user more vulnerable to unpredictable events of the game.</property:Description>
		<schema:adverseOutcome rdf:datatype="http://www.w3.org/2001/XMLSchema#string">Checkpoint Starvation lowers user control and predictability, as they cannot save the progress at will. The pattern also affects consistency and standards, since saving is normally seen to be a conventionally stable mechanic. This pattern enhances tension and emotional engagement but risks user frustration if applied excessively or without clear internal logic.</schema:adverseOutcome>
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		<property:Source rdf:datatype="http://www.w3.org/2001/XMLSchema#string">da Silva Correia, Vanessa Filipa. "Explorando Fricção Estética por Dread: Desenvolvimento de Uma Visual Novel." Master's thesis, Universidade de Aveiro (Portugal), 2022.</property:Source>
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