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
optional
Using the pattern
Can Be Instantiated By
Big Dumb Objects Delivery, Herd, Safe Havens, Save Points
Can Be Modulated By
Point of Interest Indications, Save Points Diegetically Outstanding Features Mini-maps Geospatial Game Widgets Herd
Diegetic Aspects
Interface Aspects
Check Points is an Interface Pattern.
Narration Aspects
Consequences
Check Points are a type of Progress Indicators or Goal Indicators. They can serve as Landmarks and can denote Strategic Locations or make places into Strategic Locations simply by their own existence.
Can Instantiate
Backtracking Levels, Game World Exploration, Traces, Traverse
with Area Control
Can Modulate
Area Control, Continuous Goals, Game Worlds, Movement Arenas, Levels, Multiplayer Games
Relations
Can Instantiate
Backtracking Levels, Game World Exploration, Goal Indicators, Landmarks, Progress Indicators, Strategic Locations, Traces, Traverse
with Area Control
Can Modulate
Area Control, Arenas, Continuous Goals, Game Worlds, Levels, Movement, Multiplayer Games
Can Be Instantiated By
Big Dumb Objects, Delivery, Herd, Safe Havens, Save Points
Can Be Modulated By
Diegetically Outstanding Features, Geospatial Game Widgets, Herd, Mini-maps, Point of Interest Indications, Save Points
Possible Closure Effects
-
Potentially Conflicting With
-
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
-