Difference between revisions of "Check Points"
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== Relations == | == Relations == | ||
− | Modulates: [[Continuous Goals]], [[Gain Ownership | + | Modulates: [[Continuous Goals]], [[Gain Ownership]], [[Exploration]], |
=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Modulate === | === Can Modulate === | ||
[[Area Control]], | [[Area Control]], | ||
+ | [[Game Worlds]], | ||
[[Movement]] | [[Movement]] | ||
Revision as of 09:21, 13 July 2016
Locations in game worlds which signify game state changes directly related to the progress of some goal.
This pattern is a still a stub.
Contents
Examples
Example: All racing games, such as the Midtown Madness and Super Monkey Ball series, make use of Goal Points by having goal lines for completing the race. Reaching the Goal Point in Super Monkey Ball is the goal for finishing each of the levels.
Example: Capture-the-Flag variants of multiplayer first-person shooters, such as in some variants of Quake and Unreal Tournament, have certain areas where the enemy flag has to be delivered for the team to score.
Left 4 Dead series Assassin's Creed series
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Check Points is an Interface Pattern.
Narration Aspects
Consequences
Relations
Modulates: Continuous Goals, Gain Ownership, Exploration,
Can Instantiate
Backtracking Levels, Goal Indicators, Landmarks, Progress Indicators, Traces, Traverse
with Area Control
Can Modulate
Area Control, Game Worlds, Movement
Can Be Instantiated By
Delivery, Herd, Safe Havens, Save Points
Can Be Modulated By
Point of Interest Indications, Save Points
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Goal 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.
Acknowledgements
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