Difference between revisions of "Spawn Points"
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
− | [[Spawn Points]] can challenge [[Thematic Consistency]] since there may be no real world equivalents for such locations (magic or technology that supports teleportation is the most common explanation). An exception to this is [[Spawn Points]] located near the edge of [[Game Worlds]] since they can represent access points to other parts of the diegetic Game | + | [[Spawn Points]] can challenge [[Thematic Consistency]] since there may be no real world equivalents for such locations (magic or technology that supports teleportation is the most common explanation). An exception to this is [[Spawn Points]] located near the edge of [[Game Worlds]]. This since they can represent access points to other parts of the diegetic [[Game Worlds]] even if gameplay cannot occur there, and thereby give an [[Illusion of Open Space]]. |
=== Interface Aspects === | === Interface Aspects === | ||
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== Consequences == | == Consequences == | ||
[[Spawn Points]] are a form of [[Producers]] that define where [[Spawning]] occurs in [[Game Worlds]] or [[Levels]]. [[Spawn Points]] are in themselves [[Strategic Locations]] as the introduction of new game elements appears there. When they produce the targets for [[Collecting]] goals, [[Spawn Points]] can encourage [[Encouraged Return Visits]] while they can provide [[Tension]] to players whose [[Avatars]] spawn there if they are under immediate threat there. | [[Spawn Points]] are a form of [[Producers]] that define where [[Spawning]] occurs in [[Game Worlds]] or [[Levels]]. [[Spawn Points]] are in themselves [[Strategic Locations]] as the introduction of new game elements appears there. When they produce the targets for [[Collecting]] goals, [[Spawn Points]] can encourage [[Encouraged Return Visits]] while they can provide [[Tension]] to players whose [[Avatars]] spawn there if they are under immediate threat there. | ||
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Illusion of Open Space]], | ||
[[Producers]], | [[Producers]], | ||
[[Strategic Locations]], | [[Strategic Locations]], |
Revision as of 15:40, 11 July 2011
Locations in game worlds where avatars, units, or enemies appear.
This pattern is a still a stub.
Contents
Examples
All game elements that appear in a gamehave a first initial location, their Spawn Point. The Spawn Points are most noticeable in multi-player games since their effect is most apparent to the players already in the game.
Example: the classic arcade game Gauntlet has Spawn Points, which will pour out monsters until the players destroy the monster generators.
Example: many roleplaying games and massively multiplayer online games use Spawn Points for the player Avatars but also have spawn points for Enemies.
Spawn Points are heavily used in multiplayer first-person shooters such as the Return to Castle Wolfenstein: Enemy Territory, and the Battlefield, Quake, Team Fortress, and Unreal Tournament series. Some of these games offers additional variations on Spawn Points: Battlefield 2 lets players spawn on their squad leaders while Battlefield Vietnam lets players spawn in vehicles that can be steered around the game area and players can create tunnel exits that function as mobile Spawn Points.
Using the pattern
Almost all games that use Spawning in Game Worlds or Levels make use of Spawn Points. The main design choice to be made about Spawn Points is where to locate them. The suitable locations are usually restricted by a number of factors: what is being spawned, what is the intended Right Level of Difficulty, and what should be chance for Surprises be. It may be of consequences whether the game uses Lives, and how many Lives a player has left, when determining what Spawn Point will be used. Further, the effect of being able to do Camping close to Spawn Points should be considered when placing Spawn Points.
Coordinated placement of Spawn Points belonging to opposing sides in team-based games can be used as Balancing Effects by placing them in equal relations to other Strategic Locations, often by using Symmetry.
Battlefield 2 and Battlefield Vietnam show how Spawn Points can be linked to the position of Avatars and Vehicles respectively.
Safe Havens are quite often used as Spawn Points, or Spawn Points are surrounded by Safe Havens since this allows Spawning game elements some respite before being in any kind of danger.
Can Be Instantiated By
Avatars, Privileged Abilities, Vehicles
Game Items together with Converters, Resource Generators, or Spawning
Can Modulate
Diegetic Aspects
Spawn Points can challenge Thematic Consistency since there may be no real world equivalents for such locations (magic or technology that supports teleportation is the most common explanation). An exception to this is Spawn Points located near the edge of Game Worlds. This since they can represent access points to other parts of the diegetic Game Worlds even if gameplay cannot occur there, and thereby give an Illusion of Open Space.
Interface Aspects
Narrative Aspects
Consequences
Spawn Points are a form of Producers that define where Spawning occurs in Game Worlds or Levels. Spawn Points are in themselves Strategic Locations as the introduction of new game elements appears there. When they produce the targets for Collecting goals, Spawn Points can encourage Encouraged Return Visits while they can provide Tension to players whose Avatars spawn there if they are under immediate threat there.
Relations
Can Instantiate
Illusion of Open Space, Producers, Strategic Locations, Tension
with Collecting
Can Modulate
Death Consequences, Game Worlds, Levels, Safe Havens, Spawning
Can Be Instantiated By
Avatars, Privileged Abilities, Vehicles
Game Items together with Converters, Resource Generators, or Spawning
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Spawn Points that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.