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  • ...These, and the computer games that followed them, thus became [[Real-Time Games]] in the sense that the game system updates automatically without player in ...craft]] and [[StarCraft series]], modify the usually slow pace of strategy games by making the game system continue without player interaction.
    11 KB (1,669 words) - 06:58, 14 April 2022
  • ''Controlling the movement of game elements in real-time games.'' Moving game elements in games are common, but doing so in real-time games require different skills than in turn-based ones. This type of movement, [[
    5 KB (727 words) - 08:15, 2 September 2014
  • Not all actions in games take place immediately, and some require that players continue to perform t The existence of [[Extended Actions]] are easily notice to in turn-based games since the game system lets players view the state every turn. One example c
    10 KB (1,419 words) - 08:55, 10 August 2016
  • ...make use of the skills and equipment used by the diegetic characters. When games make use of both simultaneously, so both player and character characteristi ...e]] [[Unexplored]] works similarly but as a real-time [[:Category:Computer Games|Computer Game]] also puts demands on players manual dexterity and reflexes.
    9 KB (1,232 words) - 08:07, 14 August 2016
  • ...game is a series of interesting choices,” but also in how definitions of games mention goals, conflicts and uncertainty (e.g. Suit<ref name="GameDefSuit"/ Some games allow actions that do not actually make players come closer to achieving go
    22 KB (3,278 words) - 09:10, 21 September 2016
  • ...the game system is in this case not consistent with the original meaning; games having this design are in fact closer to using the ''Horse'' concept in Voo ...he game and provide an anchor for the players' emotional investment in the games.
    27 KB (4,016 words) - 18:14, 9 August 2016
  • ''Games where the gameplay is clearly divided into clearly defined parts where play ...ct and perform one action. However, this can challenged in various ways in games while still having them be perceived as having turns, e.g. by having severa
    14 KB (2,082 words) - 08:26, 8 August 2015
  • ...r of possible future game states after a couple of actions decide if these games can be said to encourage [[Stimulated Planning]] amongst players. Depending ...of games that [[Stimulated Planning|Stimulate Planning]], and puzzle-like games like [[Ricochet Robots]], [[Continuity]], and [[Cursor*10]] have the same c
    19 KB (2,749 words) - 08:30, 27 August 2021
  • Games that present game worlds to players can do this in various ways. When the p As the name of the genre indicates, [[:Category:FPS Games|First-Person Shooters]] such as [[Counter-Strike]] and the [[Crysis series|
    8 KB (1,084 words) - 07:45, 8 April 2022
  • Combat is a common occurrence in games, and then many times through players having to [[Aim & Shoot]]. However, on ...l gun props at their TVs. [[Duck Hunt]] is a later example of this type of games.
    10 KB (1,551 words) - 10:03, 13 May 2022
  • ''Games where each game instance only there is only supports one player.'' ...nother cost is that the game designers and developers of a [[Single-Player Games|Single-Player Game]] need to construct all the challenges to be part of the
    19 KB (2,687 words) - 15:06, 8 August 2015
  • ...nel<ref name="Csikszentmihalyi"/>. This does however not solve the case of games that are replayed since they start at a higher skill level. [[Difficulty Se The [[Hearts of Iron series]] of grand strategy games let players select [[Difficulty Levels]] ranging from ''Very Easy'' to ''Ve
    10 KB (1,498 words) - 09:17, 21 September 2016
  • Many games contain events that remove game elements from play. Traditionally this is c ...typically use the term [[Capture]], [[:Category:Real-Time Games|Real-Time Games]] instead uses [[Eliminate]]. For this pattern collection, [[Eliminate]] is
    11 KB (1,588 words) - 08:45, 4 August 2022
  • [[Category:Games]] [[Category:Children's Games]]
    708 bytes (81 words) - 07:09, 9 October 2011
  • [[Category:Computer Games]] [[Category:Party Games]]
    641 bytes (71 words) - 08:15, 26 July 2014
  • [[Category:Computer Games]] [[Category:Games]]
    583 bytes (66 words) - 13:18, 27 July 2014
  • [[Category:Games]] [[Category:Dexterity-Based Games]]
    636 bytes (72 words) - 21:58, 7 April 2011
  • ...stacles]] are locked doors that require keys of various kinds. Examples of games that have this include [[The Legend of Zelda series]], the [[Doom series]], In games building their gameplay extensively on [[Rhythm-Based Actions]], [[Obstacle
    11 KB (1,595 words) - 13:40, 26 March 2018
  • ...n, uncertainty, and importance of the real-world equivalent. [[Combat]] in games give players clear goals and opponents and gives clear indication of what p ...ainst each other with game rounds of 5 or 1 seconds (the [[:Category:Board Games|Board Game]] [[Car Wars]] uses segments of 0.1 or 0.2 seconds depending on
    13 KB (1,856 words) - 07:18, 9 November 2021
  • Games that want to visually present game worlds to their players can do this in s ...ird-Person Views]] in that the background move as players move through the games. They are however weak examples since the game entities under the players'
    10 KB (1,421 words) - 07:43, 8 April 2022

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