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  • [[Category:Balancing Patterns]] ...sed to take a certain amount of time. One way of doing so is introducing [[Balancing Effects]] - giving those that have an advantageous position disadvantages a
    14 KB (1,988 words) - 12:41, 18 October 2022

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  • ==== Metagames, Replayability, and Balancing ==== ...ms]] (see http://www.giantbomb.com/comeback-mechanic/3015-7243/, link to [[Balancing Effects]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Bj
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...a period of time exists for agents to stop the action. This can provided [[Balancing Effects]] in games, e.g. fighting games where players can block attacks or ...more powerful than other types of actions. If can be a [[Balancing Effects|Balancing Effect]] in another fashion also; it allows a means for players to [[Beat t
    6 KB (888 words) - 10:03, 16 March 2018
  • ...[[Handicap Systems]], incorporating [[Dynamic Difficulty Adjustment]] or [[Balancing Effects]] controlled by [[Dedicated Game Facilitators]], or simply have the ...[[Challenging Gameplay]] not so if these have too much effect, so careful balancing is required for these types of design solutions.
    23 KB (3,355 words) - 16:03, 3 October 2016
  • ...former can be achieved by giving them [[Temporary Abilities]] or having [[Balancing Effects]] but this risks that existing players feel that their [[Value of E ...arties]], the issue of [[Player Balance]] may also be dealt with through [[Balancing Effects]]. However, the risk of old players feeling a loss of [[Value of Ef
    13 KB (1,995 words) - 08:24, 8 August 2015
  • ...eason can, like the first reason, cause [[Stimulated Planning]] and have [[Balancing Effects]] but can also increase [[Tension]] if the actions are [[Interrupti [[Balancing Effects]],
    10 KB (1,419 words) - 08:55, 10 August 2016
  • ...uch as [[Mario Kart]] and [[Super Monkey Ball]] use the latter to create [[Balancing Effects]] by giving leading players more passive and less aggressive [[Pick ...eing successful ones to being unsuccessful ones. [[Randomness]] can mask [[Balancing Effects]] by having separate by overlapping distributions for players depen
    21 KB (2,978 words) - 08:57, 15 March 2023
  • ...but this does require that the closures already exist as potentialities. [[Balancing Effects]] can provide [[Higher-Level Closures as Gameplay Progresses]] by a [[Balancing Effects]],
    8 KB (1,054 words) - 14:26, 25 August 2022
  • ...ted so that it is maintained for longer periods of gameplay time through [[Balancing Effects]]. This can be further modulated by using [[Near Miss Indicators]], ...icult for players. [[Challenging Gameplay]] is an obvious solution while [[Balancing Effects]] can be used to try and make all players have [[Tension]] by makin
    24 KB (3,511 words) - 09:04, 21 September 2016
  • ...e Arriving Players]] or [[Drop-In/Drop-Out]] gameplay, which may require [[Balancing Effects]] or the activation/de-activation of [[AI Players]]. By taking care [[Asynchronous Gameplay]], [[Balancing Effects]], [[Betrayal]],
    20 KB (2,916 words) - 09:30, 23 August 2021
  • ...however also make [[Player Balance]] difficult to achieve without other [[Balancing Effects]]. Dominating influence from [[Character Development]] can directly
    9 KB (1,232 words) - 08:07, 14 August 2016
  • [[Category:Balancing Patterns]] ...re solved, and [[Battlestar Galactica: The Board Game]] has mechanisms for balancing gameplay halfway through game instances when playing with a odd number of p
    6 KB (837 words) - 08:33, 4 September 2016
  • ...termined completely deterministically can even work against the pattern. [[Balancing Effects]] can give players [[Exaggerated Perception of Influence]] simply b ...against an [[Exaggerated Perception of Influence]] in many ways. First, [[Balancing Effects]] can make early successes meaningless and later successes less val
    22 KB (3,278 words) - 09:10, 21 September 2016
  • ...works against having a [[Determinable Chance to Succeed]]. This includes [[Balancing Effects]], [[Fudged Results]], and [[Exaggerated Perception of Influence]]. [[Balancing Effects]],
    7 KB (1,024 words) - 15:30, 31 July 2015
  • ...Ursuppe]] also has this system but uses it to create a [[Balancing Effects|Balancing Effect]] by giving the player with the lowest [[Scores|Score]] on a [[Score [[Balancing Effects]],
    14 KB (2,101 words) - 09:28, 21 September 2016
  • [[Category:Balancing Patterns]] ...Card Games|Collectible Card Games]] in general can introduce such cards as balancing factors; the [[Star Trek Customizable Card Game]] went so far as to include
    7 KB (988 words) - 11:38, 9 March 2018
  • ...This to ease communication regarding the issues just mentioned as well as balancing [[Excise]] between players and letting players supervise each other to avoi
    14 KB (2,080 words) - 19:27, 31 July 2015
  • ...t to achieve, especially when [[Gameplay Mastery]] is possible, although [[Balancing Effects]] (for example through [[Game State Overviews]] and either [[Player [[Balancing Effects]]
    30 KB (4,181 words) - 13:39, 1 April 2022
  • ...Rewards]] existing players have received. While this can be mitigated by [[Balancing Effects]] or adjusting power level for [[Player-Created Characters]] it can [[Balancing Effects]], [[Game Lobbies]], [[Invites]], [[Player-Created Characters]], [[
    10 KB (1,520 words) - 07:32, 21 August 2015
  • ...Mario Kart series]], as a way of achieving [[Player Balance]] by masking [[Balancing Effects]] that giving trailing players better [[Power-Ups]]. [[Power-Ups]] [[Balancing Effects]],
    8 KB (1,216 words) - 20:41, 5 July 2015
  • ...eing able to rely on other players to provide the opposition (and possibly balancing by adjusting their comparativeness to the social situation).
    19 KB (2,687 words) - 15:06, 8 August 2015

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