Check Points

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Revision as of 09:20, 13 July 2016 by Staffan Björk (Talk | contribs) (Relations)

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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

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Check Points is an Interface Pattern.

Narration Aspects

Consequences

Relations

Modulates: Continuous Goals, Gain Ownership, Rescue, Exploration, Game Worlds

Can Instantiate

Backtracking Levels, Goal Indicators, Landmarks, Progress Indicators, Traces, Traverse

with Area Control

Gain Ownership

Can Modulate

Area Control, 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

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

Acknowledgements

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