Check Points
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
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Using the pattern
Diegetic Aspects
Interface Aspects
Check Points is an Interface Pattern.
Narration Aspects
Consequences
Relations
Backtracking Levels Safe Havens Landmarks Traces Movement Traverse Player-Location Proximity Save Points Progress Indicators
Instantiates: Game World Navigation, Strategic Locations, Collaborative Actions, Area Control, Goal Indicators
Modulates: Continuous Goals, Gain Ownership, Rescue, Exploration, Game World
Instantiated by: Traverse, Delivery, Herd
Modulated by: Safe Havens
Potentially conflicting with:
Can Instantiate
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with ...
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 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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