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Designing Checkpoints and Failure Print

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What happens when players lose.

WHAT FAILURE SHOULD COST

Enough to matter, little enough to retry willingly.

WHAT TOO HARSH PRODUCES

Abandonment, and refusal to experiment.

WHAT TOO LENIENT PRODUCES

Failure without weight, and tension lost.

WHAT CHECKPOINT PLACEMENT DETERMINES

How much is repeated on failure.

WHAT TO AVOID REPEATING

Cutscenes Travel Sections already mastered

WHY

Repeating solved content is the primary source of frustration.

WHAT TO PLACE CHECKPOINTS BEFORE

Each distinct challenge.

WHAT AUTOSAVE MUST NOT DO

Save in an unwinnable state.

WHY THAT MATTERS ENORMOUSLY

It can end a playthrough permanently.

WHAT TO GUARD AGAINST

Saving with insufficient resources to proceed Saving in an inescapable position

WHAT RESPAWN MUST HANDLE

Restoring the world to a consistent state Enemies, resources and objectives Anything consumed since the checkpoint

WHAT TO DECIDE

Whether progress since the checkpoint is kept or lost.

WHAT TO COMMUNICATE

When a checkpoint occurs.

WHY

Players manage risk based on when they last saved.

WHAT TO TEST

Failure at every point, and the resulting state.


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