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A Look at Checkpoints

A major game design problem is deciding what happens after a fail state. Some games, especially arcade games such as Contra or Pac-man, have you restart from the beginning. The most common solution to this problem is the checkpoint system, where the game allows the player to save at some point during their gameplay. Deciding on the exact mechanics of your checkpoint system fundamentally shapes your game and is a core part of almost all gameplay loops. One specific type of checkpoint I’d like to talk about is something I call the fixed-position checkpoint.

Their only fundamental trait is that they are static, and players respawn at them after death. In some cases, this is also where they return to when the quit the game. Other times, an auto save system is used alongside checkpoints in case of game quitting. In any case, having a fixed-position checkpoint system intrinsically creates an important gameplay loop — think of Dark Souls or any Metroid game. Players automatically make finding their next checkpoint their goal, and this is great. You can fine-tune difficulty by deciding where to place the checkpoint, guide players with placement, and decide what other benefits it provides. Some do nothing but save your position and grant you safety, and others refill your inventory and heal you. 

I’d like to also discuss some interesting fixed-position checkpoints.

Resident Evil: Typewriters and Ink Ribbons

Typewriter (Resident Evil 2 Remake) | Evil Resource

In early Resident Evil games, the fixed-position checkpoints come in the form of typewriters. Unlike other games, just reaching a checkpoint doesn’t allow you to save. The game has an additional fold: Ink Ribbon — which must be consumed at a typewriter to save. These limited items are found throughout the game both through natural progression in hidden spots. This system creates a risk-reward dynamic, forcing players to carefully consider each save.

One of the fundamental aspects of Resident Evil is resource management. Ammo and health recovery items are scarce, and the player must choose when they use them. The Ink Ribbons fit into this design philosophy perfectly, creating strategic situations and rewarding players for smart decision making. If a player is full on health and ammo, they may decide that it is not worth it to save. If a player is desperate, finding a typewriter may reward their earlier decision making or cause them despair if they don’t have any Ink Ribbons.

Shovel Knight: Glass Orbs

Local Shovel-Wielding Maniac keeps Destroying all the dang Checkpoints

In Shovel Knight, some checkpoints, specifically those without wings, can be destroyed by the player to obtain gold. This creates a decision that the player makes about their progress in that level and their desire to get gold. Gold in Shovel Knight allows the player to do almost anything: relics, weapons, armor, health, better score, consumable items. 

Alien: Isolation

Just watch this video. https://www.youtube.com/watch?v=zm6gTyHKZ0A

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