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Checkpoints in Action/Adventure Games
The Autosave Checkpoint
In action games, autosave checkpoints are points where a game will automatically save your progress and restart the player upon death. As such the player does not need to restart the entire level over again. This reduces the frustration and tedium that is potentially felt without such a design.
The F5 Checkpoint
The F5 checkpoint is mostly seen in shooter games such as Max Payne. This involves pressing the F5 button to quick save such that it will create a checkpoint. Players who come in contact with this system quickly learn to spam the F5 button such that little progress is lost through gaming failure. This can also be referred as the Save Anywhere system.
Checkpoint Death Trap
Sometimes checkpoints work against you instead of for you when a checkpoint appears moments before your virtual death. This is more common within the F5 checkpoint system where an untimely F5 can thrust the player into an infinite loop of death and rage. After potential multiple attempts this problem is remedied through loading up an earlier F5 checkpoint.
While the autosave checkpoint seldom has this issue when it does occur the impending irritation is reasonably higher. This is because the respective checkpoints are further apart and so more progress is lost through loading and earlier save. Rather, more motivation is provided to fight through the situation creating a more lethal cycle than previously mentioned. This is known as the Rambo Loop Conundrum where the player tirelessly uses brute force tactics to push himself out of the situation.
Checkpoints in Racing Games
In racing genre, checkpoints will add time to a countdown clock and provides your relative position in terms of your race time in comparison to your opponents. This goes back to the more arcade style gameplay of the racing genre, such as Outrun. The intention of this gameplay concept is to provide tension and urgency to the situation forcing players to drive faster beyond their natural desire for competition.
A point within the game whereby the game saves its current state whether it be for the purpose of a more convenient respawn point or a gameplay design (such as in racing).
Checkpoints in Action/Adventure Games
The Autosave Checkpoint
In action games, autosave checkpoints are points where a game will automatically save your progress and restart the player upon death. As such the player does not need to restart the entire level over again. This reduces the frustration and tedium that is potentially felt without such a design.
The F5 Checkpoint
The F5 checkpoint is mostly seen in shooter games such as Max Payne. This involves pressing the F5 button to quick save such that it will create a checkpoint. Players who come in contact with this system quickly learn to spam the F5 button such that little progress is lost through gaming failure. This can also be referred as the Save Anywhere system.
Checkpoint Death Trap
Sometimes checkpoints work against you instead of for you when a checkpoint appears moments before your virtual death. This is more common within the F5 checkpoint system where an untimely F5 can thrust the player into an infinite loop of death and rage. After potential multiple attempts this problem is remedied through loading up an earlier F5 checkpoint.
While the autosave checkpoint seldom has this issue when it does occur the impending irritation is reasonably higher. This is because the respective checkpoints are further apart and so more progress is lost through loading and earlier save. Rather, more motivation is provided to fight through the situation creating a more lethal cycle than previously mentioned. This is known as the Rambo Loop Conundrum where the player tirelessly uses brute force tactics to push himself out of the situation.
Checkpoints in Racing Games
In racing genre, checkpoints will add time to a countdown clock and provides your relative position in terms of your race time in comparison to your opponents. This goes back to the more arcade style gameplay of the racing genre, such as Outrun. The intention of this gameplay concept is to provide tension and urgency to the situation forcing players to drive faster beyond their natural desire for competition.
Checkpoints games
Edit
| Name | Platforms | Developer | ||
|---|---|---|---|---|
|
Bonk: Brink of Extinction |
WSHP, PSN, XBLM | Pi Studios, LLC., Hudson Entertainment, Inc. | |
|
Lost Planet 2 |
PS3, X360 | Capcom | |
|
Mafia II |
PC, PS3, X360 | 2K Czech | |
|
Red Dead Redemption |
PS3, X360 | Rockstar San Diego | |
|
Super GT 24h |
SAT, ARC | Jaleco Ltd. | |
|
Famicom Grand Prix II: 3D Hot Rally |
FDS, NES | Nintendo R&D1, HAL Laboratory, Inc. | |
|
Resident Evil 5: Alternative Edition |
X360, PS3 | ||
|
Rave Racer |
ARC | Namco Bandai Games Inc. | |
|
New Super Mario Bros. Wii released on Nov. 15, 2009 |
WII | Nintendo EAD | |
|
Modern Warfare 2 released on Nov. 10, 2009 |
X360, PC, PS3 | Shadows in Darkness, Inc., Infinity Ward |
| Concept Name: | Checkpoints |
| Appears in: | 221 games |
| First appearance: | |
| Aliases |
Ass
a list of 13 items by Hamst3r
a list of 13 items by Hamst3r















