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Checkpoint Design

The placement and frequency of save points that determine how much progress is lost on failure, one of the highest-stakes UX decisions in any action or adventure game.

In games, this means

A checkpoint placed 20 minutes before a difficult boss means players replay 20 minutes of content on every death. Checkpoint density communicates the game's implicit contract with the player around time and frustration. Too sparse: the game feels punishing and disrespectful of player time. Too frequent: tension and consequence evaporate.

Tags
Core Loop
Difficulty
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