Check Points

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Locations in game worlds which signify game state changes directly related to the progress of some goal.

This pattern is a still a stub.

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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