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Checkpoint

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Checkpoint

Ludic Temporal Structure persistence_reversibility · checkpoint

The Ludic Corpus defines restoration points. After a failure the process returns to the last reached checkpoint. Reversibility is controlled by the Ludic Corpus: the agents do not choose when it is saved – the Ludic Corpus determines the points.

Design question – Does the game set fixed return points – and how far back does a failure throw players?

Reference example – Hollow Knight: whoever dies wakes at the last bench. Mario Kart: whoever falls off the track is put back by Lakitu at the last point. Crash Bandicoot: crates marked “C” set the point from which play resumes.

Compatible with

  • Wave (DU-02) – Tension between checkpoints, relaxation on reaching one.
  • Pulse (DU-07) – Dense checkpoints, fast re-entry.
  • Crescendo (DU-01) – A growing distance heightens the tension.
  • Iterative Narrative (NA-12) – Repetition with variation in the checkpoint loop.
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Temporal Structure
How is the course of play structured in time? (16 cards)
Ludic Temporal Structure
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