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  • [[Limited Planning Ability]] [[Asymmetric Abilities]] (add to category Symmetry Patterns)
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...later], it adds the concept of some infected being mutated to get various abilities. These mutants are simply referred to as special infected. Overall, the gam ...raverse|Traversing]] the [[Levels]] of the game. Given that players have [[Limited Resources]] and that the infected [[Enemies]] continuously spawn the [[Trav
    26 KB (4,124 words) - 10:03, 13 May 2022
  • ...this allow players to divide tasks between them and rely upon each others' abilities and resources to work more efficiently together than would have been possib ...means that games that do not have [[Unmediated Social Interaction]] need [[Communication Channels]] of some sort, typically [[Chat Channels]] since these are most f
    15 KB (2,097 words) - 07:00, 8 April 2022
  • ...Tension]] in a game. [[Quick Time Events]], [[Speedruns]], and [[Temporary Abilities]] are other examples of patterns that can force players to have to act fast ...g players' powers or freedom, for example, by [[Shrinking Game Worlds]], [[Limited Set of Actions]], or [[Movement Limitations]]. The two latter work more eff
    24 KB (3,511 words) - 09:04, 21 September 2016
  • ...be found in the static used sometimes in [[Space Alert]] to hinder player communication. ...phold [[Meta Games]] even if the players change, and for games with [[Time Limited Game Instances]] this offers a concrete design solution for [[Drop-In/Drop-
    20 KB (2,916 words) - 09:30, 23 August 2021
  • ...is blurring can be found in games where players' have [[Companions]] more limited than full-fledged [[AI Players]] that accompany the [[Avatars]], e.g. the d ...irst-person shooters is to allow some [[Avatars]] to have the [[Privileged Abilities|Privileged Ability]] of being able to act as a [[Spawn Points|Spawn Point]]
    27 KB (4,016 words) - 18:14, 9 August 2016
  • ...ssarily set, and throughout the game, information on the teams is strictly limited, leading to an atmosphere of trust, mistrust, accusation and betrayal.'' ...s]] (this can also be seen as a limitation to the [[Communication Channels|Communication Channel]], as certain information may not be transmitted). This card inform
    4 KB (598 words) - 07:58, 27 July 2015
  • ...cters|Character]] is - after choosing an alignment the choices regarding [[Abilities]], [[Powers]], [[Skills]], [[Advantages]], and [[Disadvantages]] can be eas ...ew Abilities]] since this means that they become differentiated by their [[Abilities]].
    28 KB (3,740 words) - 11:15, 18 October 2022
  • ...es]] and [[Dedicated Game Facilitators]] can be combined. The [[Privileged Abilities]] some people of [[Self-Facilitated Games]] have, as well as the [[Investme ...Games]] tend to be designed to have [[Synchronous Gameplay]]. This to ease communication regarding the issues just mentioned as well as balancing [[Excise]] between
    14 KB (2,080 words) - 19:27, 31 July 2015
  • ...re [[Functional Roles]] through a use of [[Orthogonal Differentiation]] of abilities to enable [[Team Combos]]; [[Crossmedia Gameplay]] can effectively be used ...ly achieved this through providing the possibility of different types of [[Communication Channels]], e.g. [[Game-Defined Vocabulary]]. [[Game State Overviews]] make
    30 KB (4,181 words) - 13:39, 1 April 2022
  • ...ibing images under pressure of time. However, the restricted communication abilities available and the task at hand make it possible for the game to use [[Ghost [[Ghosts]] are mainly used in [[Races]] or other games where the player has a limited overview of the game world. Here the [[Ghosts]] are immaterial entities whi
    5 KB (771 words) - 16:52, 31 January 2015
  • ...ication Channels]] allows players to talk to each other using non-diegetic communication. More unusual, [[Self-Reported Positioning]] allows players themselves to p ...; aspects made easier include lying and keeping up appearances. However, [[Communication Channels]] can alleviate most of this effect and may be a likely candidate
    10 KB (1,396 words) - 09:02, 31 July 2015
  • ...of a game design that is dedicated to communication. In many cases these [[Communication Channels]] are technical systems but they do not necessarily need to be thi ...oms]], and [[World of Warcraft]] usually provide many different kinds of [[Communication Channels]] for the players, from chat channels to predefined gestures for t
    11 KB (1,503 words) - 13:37, 1 April 2022
  • ...different players in different social positions primarily due to different abilities to affect the gameplay. These positions make players take new [[Social Role ...[[Social Roles]] more natural, e.g. clerics in [[Dungeons & Dragons]] have abilities to help other characters. Examples of other [[:Category:Roleplaying Games|R
    12 KB (1,649 words) - 07:03, 8 April 2022
  • ...play (either positively or negatively). Likewise, the use of any form of [[Communication Channels]] can make a player voluntarily or involuntarily let other players ...players may then share [[Extra-Game Information]]. [[Limited Communication Abilities]] can balance the need for exchanging information about gameplay while at t
    7 KB (998 words) - 10:24, 13 July 2015
  • ...Decks]], performing [[Dexterity-Based Actions]], [[Enactment]], handling [[Limited Resources]], [[Negotiation]], [[Player Physical Prowess]], [[Rhythm-Based A ...skills can provide the same kind of display of game mastery. [[Asymmetric Abilities]] and [[Varied Gameplay]] can make people have different types of [[Gamepla
    17 KB (2,359 words) - 08:01, 14 August 2019
  • ...Information]] but becomes more challenging since the [[Bluffing]] becomes limited to players' goals, strategies, and intentions; [[Chess]] and [[Go]] are exa ...se situations become [[Real World Knowledge Advantages]] that hinder their abilities to bluff.
    9 KB (1,371 words) - 13:43, 1 April 2022