Difference between revisions of "Spawn Points"
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''Locations in game worlds where avatars, units, or enemies appear.'' | ''Locations in game worlds where avatars, units, or enemies appear.'' | ||
− | Many games have game elements appear in their game worlds. [[Spawn Points]] are locations in the game worlds which are distinguishable by these | + | Many games have game elements appear in their game worlds. [[Spawn Points]] are locations in the game worlds which are distinguishable by these appearances, and they are often very influential over gameplay since they can both determine where players begin playing and be the source of vital resources for winning the games. |
=== Examples === | === Examples === | ||
Players of [[Ludo]] do not start with all their pieces on the game track. Instead they have to introduce them at their own specific [[Spawn Points]]. | Players of [[Ludo]] do not start with all their pieces on the game track. Instead they have to introduce them at their own specific [[Spawn Points]]. | ||
− | The classic arcade game [[Gauntlet]] | + | The classic arcade game [[Gauntlet]] has ''monster generators'' from which monsters pour out until the players destroy the generators ([[Minecraft]] does as well even if monster can spawn in other areas also). This makes these game elements into [[Spawn Points]]. |
− | [[Spawn Points]] are heavily used in multiplayer first-person shooters such as the [[Return to Castle Wolfenstein: Enemy Territory]], and the [[Battlefield series|Battlefield]], [[Quake series|Quake]], [[Team Fortress series|Team Fortress]], and [[Unreal Tournament series]]. Some of these games | + | [[Spawn Points]] are heavily used in multiplayer first-person shooters such as the [[Return to Castle Wolfenstein: Enemy Territory]], and the [[Battlefield series|Battlefield]], [[Quake series|Quake]], [[Team Fortress series|Team Fortress]], and [[Unreal Tournament series]]. Some of these games offer 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 == | == Using the pattern == | ||
− | Almost all games that use [[Spawning]] in [[Game Worlds]] or [[Levels]] make use of [[Spawn Points]] | + | Almost all games that use [[Spawning]] in [[Game Worlds]] or [[Levels]] make use of [[Spawn Points]] although [[Converters]] and [[Resource Generators]] in general can be seen as making use of [[Spawn Points]] as well. The main design choice to be made about [[Spawn Points]] is where to locate them ([[Spawning]] concerns what spawns in them). The suitable locations are usually restricted by if the game should have [[Challenging Gameplay]] and what they chances for [[Surprises]] should be. Introducing whatever game elements are spawned into an unprotected environment makes both likely to occur; [[Safe Havens]] are quite often used as [[Spawn Points]], or [[Spawn Points]] are surrounded by [[Safe Havens]], to avoid this. Other factors that may influence the location of [[Spawn Points]] include if the [[Spawning]] taking place there is part of [[Death Consequences]], how suitable the surrounding environment is to [[Camping]], and if the game makes use of [[Lives]]. [[Battlefield 2]] and [[Battlefield Vietnam]] show how [[Spawn Points]] do not have to be stationary points, instead respectively linking the [[Spawn Points]] to the position of [[Avatars]] and [[Vehicles]], and this is in the former case a [[Privileged Abilities|Privileged Ability]] to certain [[Avatars]]. |
In [[Teams|Team-based]] games the placement of [[Spawn Points]] is often done so [[Symmetry]] between the [[Teams]] are achieved, this as a [[Balancing Effects]]. | In [[Teams|Team-based]] games the placement of [[Spawn Points]] is often done so [[Symmetry]] between the [[Teams]] are achieved, this as a [[Balancing Effects]]. | ||
=== 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]]. This since they can represent access points to other parts of the | + | [[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 worlds - even if gameplay cannot occur there - and thereby can give an [[Illusion of Open Space]]. |
While [[Spawn Points]] can simply be locations in [[Game Worlds]], they can also be represented through game elements. [[Avatars]] and [[Vehicles]] have been mentioned above, but [[Gauntlet]] and [[Minecraft]] gives another example where [[Generators]] are [[Spawn Points]]. | While [[Spawn Points]] can simply be locations in [[Game Worlds]], they can also be represented through game elements. [[Avatars]] and [[Vehicles]] have been mentioned above, but [[Gauntlet]] and [[Minecraft]] gives another example where [[Generators]] are [[Spawn Points]]. |
Revision as of 16:27, 11 July 2011
Locations in game worlds where avatars, units, or enemies appear.
Many games have game elements appear in their game worlds. Spawn Points are locations in the game worlds which are distinguishable by these appearances, and they are often very influential over gameplay since they can both determine where players begin playing and be the source of vital resources for winning the games.
Contents
Examples
Players of Ludo do not start with all their pieces on the game track. Instead they have to introduce them at their own specific Spawn Points.
The classic arcade game Gauntlet has monster generators from which monsters pour out until the players destroy the generators (Minecraft does as well even if monster can spawn in other areas also). This makes these game elements into Spawn Points.
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 offer 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 although Converters and Resource Generators in general can be seen as making use of Spawn Points as well. The main design choice to be made about Spawn Points is where to locate them (Spawning concerns what spawns in them). The suitable locations are usually restricted by if the game should have Challenging Gameplay and what they chances for Surprises should be. Introducing whatever game elements are spawned into an unprotected environment makes both likely to occur; Safe Havens are quite often used as Spawn Points, or Spawn Points are surrounded by Safe Havens, to avoid this. Other factors that may influence the location of Spawn Points include if the Spawning taking place there is part of Death Consequences, how suitable the surrounding environment is to Camping, and if the game makes use of Lives. Battlefield 2 and Battlefield Vietnam show how Spawn Points do not have to be stationary points, instead respectively linking the Spawn Points to the position of Avatars and Vehicles, and this is in the former case a Privileged Ability to certain Avatars.
In Team-based games the placement of Spawn Points is often done so Symmetry between the Teams are achieved, this as a Balancing Effects.
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 worlds - even if gameplay cannot occur there - and thereby can give an Illusion of Open Space.
While Spawn Points can simply be locations in Game Worlds, they can also be represented through game elements. Avatars and Vehicles have been mentioned above, but Gauntlet and Minecraft gives another example where Generators are Spawn Points.
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 Camping or Encouraged Return Visits while they can provide Tension to players whose Avatars spawn there if they are under immediate threat there. Spawn Points can also promote "spawn" Camping in other players if players' Avatars appear unprotected at the Spawn Points.
Relations
Can Instantiate
Camping, Challenging Gameplay, Illusion of Open Space, Producers, Strategic Locations, Surprises, Tension
with Collecting
Can Modulate
Converters, Death Consequences, Game Worlds, Levels, Safe Havens, Spawning
Can Be Instantiated By
Avatars, Converters, Generators, Privileged Abilities, Resource Generators, Spawning, Vehicles
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.