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  • ...ed to perform, actions does not mean that they will affect the game state. Games that allow actions to be interrupted before they affect the game state, eit Fighting games such as the [[Tekken series]] allow players to block opponent's attacks, ef
    6 KB (888 words) - 10:03, 16 March 2018
  • ''Games that do not have any winning conditions.'' ...ems they use have no state defined as winning or no way to get there. Such games can still pose interesting challenges to players either by letting players
    11 KB (1,707 words) - 10:21, 15 March 2023
  • ...on the odds, showing a limited [[Sense of Self]]. Enemies that players are fighting in the [[Elder Scrolls series]] behave in the same fashion. ...mic Agents]] by implementing this pattern in its algorithms. Typically all games with [[Algorithmic Agents]] have some level of the pattern since these [[Ag
    3 KB (369 words) - 19:47, 14 August 2014
  • ...ng feature but left in as a hidden possibility<ref name="wiki"/>. That the fighting theme is not an essential aspect of [[Combos]] can easily be seen through t ...resulting in a ''double jump''. This maneuver is founded in several other games, e.g. as a special ability for the ''Scout'' class in the second installmen
    12 KB (1,784 words) - 13:03, 6 September 2016
  • Many games let players control game elements that represent people or creatures that a ...s such as the [[The Elder Scrolls series]] and the [[Fallout series]], and games building on the genre, e.g. [[NetHack]], [[Torchlight]], the [[Diablo serie
    28 KB (3,740 words) - 11:15, 18 October 2022
  • ...but in other cases they may be necessary to do in all game sessions. Some games explicitly build [[Experimenting]] into gameplay as puzzles. In these cases Linderoth<ref name="Linderoth"/> points out that actions in games are either ''exploratory'' or ''performatory'', where the former can be see
    10 KB (1,366 words) - 07:57, 11 August 2016
  • Many games make players plan what actions to perform based upon which possible action ...er]], [[Stratego]], [[Agricola]], and [[Amun-Re]] are all examples of such games that require extensive [[Tactical Planning]].
    11 KB (1,519 words) - 07:40, 27 August 2021
  • Many games have game elements that portray people or monsters that try and hinder play ...ges to the players even though they have a limited set of behaviors. Later games like the first-person shooter [[Doom series]] and the real-time strategy [[
    22 KB (3,194 words) - 08:51, 11 October 2022
  • ...esides the different strategies one can use while training. Similarly some games, e.g. [[Tic-Tac-Toe]], provides several choices of where to place one's tok Open-ended games like the [[Sims series]] provide players with a multitude of game elements
    39 KB (5,769 words) - 08:28, 27 August 2021
  • [[Category:Computer Games]] [[Category:Fighting Games]]
    596 bytes (70 words) - 12:12, 30 April 2011
  • ...ndicap Systems]] - in this case to let players decided on how easy or hard games should be. Fighting games such as the [[Tekken series|Tekken]] or [[Dead or Alive series]] allow play
    7 KB (1,061 words) - 07:58, 8 August 2015
  • [[Category:Computer Games]] [[Category:Fighting Games]]
    612 bytes (73 words) - 12:11, 30 April 2011
  • Practically all computer or video games are played by clicking on things to one extent or another. This clicking ca Social Media games such as [[CityVille]] or [[Zombie Lane]] have clicking as both the basic wa
    6 KB (850 words) - 08:05, 8 August 2015
  • [[Category:Computer Games]] [[Category:Fighting Games]]
    603 bytes (71 words) - 17:54, 21 May 2011
  • ...ased on game elements, rules, possible actions, or evaluation functions of games without regards to specific game states.'' ...is [[Strategic Knowledge]]. Although this is in fact not necessary to play games, e.g. in the case were one has not yet observed reoccurring aspects or the
    15 KB (2,114 words) - 07:04, 8 April 2022
  • In games where combat occurs, the characteristics of gameplay locations can heavily ...field series]], the games do not have clear [[Arenas]] but combat in these games are often located to specific areas anyway.
    4 KB (633 words) - 13:33, 21 July 2016
  • ...ers. [[Strongholds]] are the ones that are especially suited for defensive fighting, often having few ways of reaching time and letting defenders covers these ...ign Patterns in FPS Levels'', paper presentation at Foundations of Digital Games 2010, June 19-21, Monterey, CA, USA.</ref>
    4 KB (490 words) - 13:50, 21 July 2016
  • [[:Category:Fighting Games|Fighting Games]] such as the [[Street Fighter series|Street Fighter]] or [[Tekken series]] ...s]] players of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]] or [[Fiasco]] have. This since while there
    8 KB (1,142 words) - 11:52, 4 August 2015
  • ...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
  • When damage in games does not directly lead to death or elimination, this still has to have some ...ke use of "hit points" in similar style. The [[:Category:Board Games|Board Games]] [[Ghost Stories]] and [[Talisman]] keep track of [[Health]] through token
    10 KB (1,382 words) - 10:13, 5 September 2015

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