Spawning (video games)

Live creation of entities in video games

For other uses of "Spawn", see Spawn (disambiguation).

"Respawn" redirects here. For other uses, see Respawn (disambiguation).

This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed.
Find sources: "Spawning" video games – news · newspapers · books · scholar · JSTOR (June 2012) (Learn how and when to remove this message)

|

Spawning in video games refers to the process by which entities, such as player characters, non-player characters, enemies or items, are generated and placed into the game world. Closely related concepts include respawning, which involves reintroducing an entity after it has been removed (e.g., after a character's death) and despawning, the process by which an entity is removed from the game world, either automatically (e.g., after a set time) or in response to player actions.

Player characters typically spawn at the start of a round or match. In contrast, certain objects or mobs may spawn in response to specific events or after a predetermined delay. When a player character respawns, they usually reappear at an earlier point of the level and may incur a penalty, such as a loss of resources or score.[1]

## Spawn points

[edit]

Spawn points are areas in a level where players spawn. In levels designed for team play, these points are usually grouped so that each team spawns in their own tight area of the level. Spawn points are typically reserved for one team at any time and often have the ability to change hands to the other team. Some games even allow spawn points to be created by players; using a beacon for example in Battlefield 2142. "Odd" spawn points cause the player to be spawned as if actively entering the game world, rather than merely appearing there.

Regarding player-created spawn points, the game Enemy Territory: Quake Wars allows players utilizing the Strogg Technician class (Strogg team version of GDF Medic class) to create "spawn hosts" out of the bodies of fallen GDF enemies. Any player on the Strogg team can use any unused spawn host and the player – upon death – can use it to spawn closer to the objective or in a tactical location, being effective tools for defending a location or advancing the front line. The spawn host disappears after the Strogg player respawns at its location, so the spawn host can only be used once. Conversely, players utilizing the GDF Medic class can disable and remove Strogg player-created spawn hosts by zapping them with their defibrillator pads.

Spawn camping is a practice where a player waits near precise spawn points to kill enemies as they spawn. This is usually considered to be poor sportsmanship and some players even perceive it to be exploitative of the game itself. Most team-based games have some kind of protection against spawn camping, such as a one-way door that only allows players to leave the spawn area, permanent AI defences or perhaps a timer which kills enemies if they spend too long around the spawn area. Games with capturable spawn points will often leave some spawn points without this sort of camping protection. Spawn points for game objects are often abused in a similar fashion in game types such as role-playing games.

## Enemy respawning

[edit]

In some games, enemies may be respawned (or, equivalently, new ones spawned) to keep players on their toes and create tension, or force players to move on, making it too costly (in resources) and/or too dangerous to stay in one place for too long. Enemies may visibly spawn or, in games that emphasize realism, spawn outside the player's line of sight and move towards the player. Early games including monster respawning are Joust, Doom and its sequel Doom II: Hell on Earth. The enemies in these games had the ability to spawn from their teammates.

In MMORPGs, it is typical for monsters or mobs of monsters to continually respawn to allow all players a chance to fight. Some of these games implement instances, which create a temporary copy of the game world and its characters, reserved for a subset of players; this allows each subset the chance to experience that part of the game without any interference from uninvited guests.[2]

## Player-requested entities

[edit]

In some games a player who has access to debugging or administrative tools can spawn entities or pickups with said tools.

## See also

[edit]

* Camping (video gaming)

## References

[edit]

1. ^ Saunders, Kevin; Novak, Jeannie (2012-03-27). Game Development Essentials: Game Interface Design. Cengage Learning. p. 200\. ISBN 978-1285401379. Retrieved 2014-11-26.
2. ^ "World of Warcraft: Instancing". Retrieved 2007-03-04.

* v
* t
* e

Multi-user dungeons (MUDs)

Major branches|

* AberMUD
* DikuMUD
* LPMud
* MU*

Minor branches,
codebases, libraries|

* DGD
* GodWars
* MOO
* MUSH
* Talker
* TinyMUCK

Concepts,
terminology|

* Alternate character
* Avatar
* Bartle taxonomy of player types
* Cybersex
* God
* Griefer
* Grinding
* Hack and slash
* Healer
* Immortal
* Kill stealing
* Loot
* Mob, Monster
* Non-player character
* Online wedding
* Persistent world
* Player character
* Player versus environment
* Player versus player, Playerkilling
* Quest
* Spawning
* Tank
* Twinking
* Virtual goods
* Video game bot
* Wizard
* Zone, Area

Publications|

* Designing Virtual Worlds
* "A Rape in Cyberspace"
* Terra Nova

Companies,
organizations|

* Areae
* Iron Realms Entertainment
* Jagex
* Lysator
* Kesmai
* The Mud Connector
* Mythic Entertainment
* Plaintext Players
* Simutronics

List Category

* v
* t
* e

Video game concepts

Glossary of video game terms

Attributes|

* Health
* Life
* Experience point
* Magic
* Critical hit

Characters|

* Boss
* Bot
* Non-player character
* Player character

Mechanics|

* Collision detection
* Cutscene
* Dialogue tree
* Fog of war
* Game over
* HUD
* Invisible wall
* Item
* Line of sight
* Loading screen
* Paper doll
* Password
* Permadeath
* Power-up
* Quest
* Quick time event
* Random encounter
* Replay value
* Saved game
* Scripted sequence
* Spawning
* Stats
* Status effect
* Tank controls
* Turns, rounds and time-keeping systems
* Warp
* Fast travel

Scenery|

* Destructible environment
* Instance dungeon
* Level
* Bonus stage
* Minigame
* Mini-map
* Open world
* Persistent world
* Procedural generation
* Map seed
* Overworld
* Skybox

Movement techniques|

* Rocket jumping
* Strafing

Game modes|

* Multiplayer
* Cooperative
* PVE
* PVP
* Competitive
* Advance and secure
* Capture the flag
* King of the hill
* Deathmatch
* Last man standing
* Campaign
* Single-player
* Survival
* New Game Plus

Miscellaneous|

* Emergent gameplay
* Nonlinear gameplay
* Twitch gameplay
* Speedrunning

*[v]: View this template
*[t]: Discuss this template
*[e]: Edit this template