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  • [[Alliances]] [[Temporary Alliances]] <- (Dynamic Alliances)
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...hallenges]] triggering [[Cooperation]] in order to survive, resulting in [[Alliances]] with the [[Continuous Goals|Continuous]] and [[Supporting Goals]]. As not ...implied [[Delayed Reciprocity]]. Besides making players have [[Uncommitted Alliances]] in this way, the series allow [[Betrayal]] in that players can opt to run
    26 KB (4,124 words) - 10:03, 13 May 2022
  • ...layers to [[Betrayal]] each other. Other board games that rely on volatile alliances include [[Junta]] and [[Illuminati]]. ...e. Those [[Alliances]] that do not require investments, i.e. [[Uncommitted Alliances]], may make it easier to commit [[Betrayal|Betrayals]] but at the same time
    12 KB (1,820 words) - 16:10, 8 February 2019
  • ...emy’s Enemy is my Friend]]. [[PvE]] gameplay encourages these types of [[Alliances]] and thereby [[Cooperation]] if they do not also simultaneously have [[PvP [[Alliances]],
    15 KB (2,097 words) - 07:00, 8 April 2022
  • ...ding them. Third, many types of [[Social Interaction]] including [[Dynamic Alliances]], [[Kingmaker]], and [[Voting]] may make a single player only have influen ...ies]], [[Determinable Chance to Succeed]], [[Drop-In/Drop-Out]], [[Dynamic Alliances]], [[Dynamic Difficulty Adjustment]], [[Enemies]], [[Enforced Agent Behavio
    22 KB (3,278 words) - 09:10, 21 September 2016
  • ...ny different minor ways (government, social reforms, colonies, technology, alliances, etc.) but these have to add up in certain ways for them to become a notice
    11 KB (1,615 words) - 10:12, 13 May 2022
  • ...timulated Planning]] can be created by having [[Multiplayer Games]] with [[Alliances]], [[Guilds]], or [[Parties]] or any other structures they encourages [[Coo [[Multiplayer Games]] together with [[Alliances]], [[Guilds]], or [[Parties]]
    19 KB (2,749 words) - 08:30, 27 August 2021
  • ...d by making them hostile towards sets of players (and thereby suggesting [[Alliances]] if [[Teams]] are not already present). Sometimes [[Enemies]] can be simpl ...an identify [[Mutual Enemies]] this may form the motivation for creating [[Alliances]]. Testing and confirming that [[Enemies]] actually have [[Vulnerabilities]
    22 KB (3,194 words) - 08:51, 11 October 2022
  • ...to pursue them or not. Specific examples of this include trying to gain [[Alliances]] in [[Multiplayer Games]], providing [[Achievements]] that can be collecte [[Aim & Shoot]], [[Alarms]], [[Alliances]],
    39 KB (5,769 words) - 08:28, 27 August 2021
  • ...y as in the [[Defense of the Ancients series]] or [[World of Warcraft]]. [[Alliances]], [[Guilds]], and [[Parties]] can also be used to support [[PvP]] gameplay ...obligations, as does other pattern such as [[Betrayal]] and [[Uncommitted Alliances]] which depend on social agreements. [[Player Killing]] creates [[Risk/Rewa
    30 KB (4,181 words) - 13:39, 1 April 2022
  • Games where players belong to teams, alliances, or other types of groups that are supposed to cooperate can cause problems ...ayers do not have to cooperate but they game mechanics force them to entry alliances and pacts to be able to perform actions, and [[Intrigue]] is balanced so th
    12 KB (1,731 words) - 07:28, 8 April 2022
  • ...tiplayer Games]], [[Factions]] offers a natural reason for [[Teams]] and [[Alliances]]. This in turn often leads to [[Social Interaction]] since the [[Factions] [[Actions Have Diegetically Social Consequences]], [[Alliances]],
    12 KB (1,730 words) - 07:21, 6 May 2022
  • ...pose spread mis-information. As such it can be vital to maintain [[Dynamic Alliances]] and believes in [[Delayed Reciprocity]], but can also be used to commit [ ...the tool to commit [[Betrayal]] or the glue that holds together [[Dynamic Alliances]] or beliefs in [[Delayed Reciprocity]].
    6 KB (800 words) - 10:09, 11 August 2015
  • ...decide on one goal can be a player [[Rewards|Reward]] that opens up for [[Alliances]] and progress [[Predetermined Story Structures]]. The second way is to pro
    11 KB (1,576 words) - 11:03, 18 March 2018
  • ...of [[Eavesdropping]], [[Information Passing]], [[Intrigue]], and [[Secret Alliances]] may be appropriate to games where the gameplay revolves around [[Internal [[Secret Alliances]],
    11 KB (1,592 words) - 08:54, 11 October 2022
  • ...ames]], [[Loyalty]] can exist as reciprocal relations through the use of [[Alliances]], [[Guilds]], or [[Symbiotic Player Relations]] that can be mapped to some [[Multiplayer Games]] together with [[Alliances]] or [[Guilds]]
    9 KB (1,383 words) - 12:04, 4 August 2015
  • ...ns of formalized [[Teams]], but performing them at least creates [[Dynamic Alliances]] while the actions are being performed. They can be encouraged by [[Shared [[Dynamic Alliances]],
    10 KB (1,431 words) - 08:03, 14 August 2019
  • ...created is to have [[Social Organizations]], since these are formalized [[Alliances]] based around some form of [[Delayed Reciprocity]]. However, the similar s ...ed Reciprocity]] situations can also be used to give rise to [[Uncommitted Alliances]] as these basically are [[Delayed Reciprocity]] situations where there can
    8 KB (1,230 words) - 23:34, 17 March 2018
  • ...way to encourage [[Teams]] such as [[Guilds]] or the creation of [[Dynamic Alliances]] through [[Pickup Groups]]. Regarding the action common in [[Massively Mul [[Dynamic Alliances]], [[Pickup Groups]]
    7 KB (1,028 words) - 08:01, 28 July 2015
  • ...e also a way to invite other players into [[Cooperation]] in [[Uncommitted Alliances]] based on the assumption of [[Delayed Reciprocity]], which in practice cre ...ts]], [[Guilting]], [[Individual Rewards]], [[Risk/Reward]], [[Uncommitted Alliances]]
    5 KB (783 words) - 15:39, 4 August 2015

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