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  • ...nd Concepts]] - see also the category of [[:Category:Pattern Related Notes|Pattern Related Notes]]. ...press clearly intentions, analyses, and opinions regarding gameplay. See [[Pattern-Based Methods]] for more specific suggestions on how to use them.
    15 KB (2,126 words) - 07:08, 2 May 2024
  • Note: to make a new pattern, use the [[Gameplay Design Pattern Template]] [[Limited Resources]] <- Should be removed (but take info from old pattern)
    45 KB (6,258 words) - 09:28, 24 November 2023
  • == Using the pattern == ...[Selectable Set of Goals]] (which gives players a [[Freedom of Choice]] as long as they are aware of all parts of the set). The first levels of the ''Miles
    13 KB (1,922 words) - 08:07, 4 August 2022
  • == Using the pattern == ...ctions]] goal by simply requiring that the goals are reached many times as long as one assumed that players will reach a certain level of [[Gameplay Master
    8 KB (1,150 words) - 08:24, 4 August 2022
  • == Using the pattern == ...of the game state (other events may affect that part of the game state as long as all affect it in the same way or direction). Other ways of making [[Irre
    11 KB (1,619 words) - 08:25, 24 November 2015
  • == Using the pattern == ...turn Visits]], they force players into [[Risk/Reward]] calculations on how long they can stay away from the game.
    6 KB (888 words) - 10:03, 16 March 2018
  • == Using the pattern == ...akes [[Challenging Gameplay]] a [[:Category:Subjective Patterns|Subjective Pattern]]. Although the difficulty of a game is individual to each player, games ca
    23 KB (3,355 words) - 16:03, 3 October 2016
  • ...are at risk at once and gameplay continue without too much disturbance at long as some of them still remain. Since each of these can be said to be one of ...it from one point of a level to another. Which make it is not important as long as a sufficient number do.
    4 KB (699 words) - 22:40, 2 August 2011
  • ...ily stimulated [[:Category:Sports|Sports]] by requiring players to perform long sequences of [[Rhythm-Based Actions]], and the outcome was judged upon how == Using the pattern ==
    6 KB (852 words) - 08:28, 11 October 2022
  • ...time left to complete something, but may also not be presented at all (as long as players are made aware of the pressure at some point). However, the amou ...of finishing something as quickly as possible but avoiding failure for as long as possible.
    6 KB (933 words) - 09:05, 21 September 2016
  • == Using the pattern == ...through dying, in fact this is common in many early examples of using the pattern.
    11 KB (1,707 words) - 10:21, 15 March 2023
  • == Using the pattern == ...their own right (at least on a diegetic level), so a primary need for the pattern is to create such suitable game components. This is typically [[Avatars]] o
    22 KB (3,137 words) - 07:22, 8 April 2022
  • == Using the pattern == ...choosing when to play is modulated by how long the ticks are (although too long ticks can also cause [[Downtime]]).
    13 KB (1,995 words) - 08:24, 8 August 2015
  • ...Havens]] where [[Avatars]] can safely restock and shoot out at infected as long as the doors are closed. The exception to this is that Tanks can break down ...e group's abilities in different situations, e.g. sniping lone infected at long distances or meeting charging hordes in close-quarters battles. Although th
    26 KB (4,124 words) - 10:03, 13 May 2022
  • ...players can plan or perform certain actions while other put limits on how long the game as a whole can take. By doing so they can guarantee that the game == Using the pattern ==
    17 KB (2,648 words) - 09:05, 21 September 2016
  • ...nd ''Tank Burger'') while others require especially good successes (e.g. ''Long Distance Carrier'' and ''Wing and a Prayer'') or doing actions in specific == Using the pattern ==
    18 KB (2,669 words) - 08:02, 4 August 2022
  • ''Actions that take so long to complete that they require players to miss opportunities to perform othe == Using the pattern ==
    10 KB (1,419 words) - 08:55, 10 August 2016
  • The negotiation game [[So Long Sucker]] by John Nash requires players to provide help to other players to == Using the pattern ==
    12 KB (1,820 words) - 16:10, 8 February 2019
  • ...ave to have any concept of teams for [[Cooperation]] to be necessary; [[So Long Sucker]] and [[Diplomacy]] make players join up to beat other players only == Using the pattern ==
    15 KB (2,097 words) - 07:00, 8 April 2022
  • == Using the pattern == ...s]], and for [[Ephemeral Goals]] this may include when they appear and how long they exist.
    21 KB (2,978 words) - 08:57, 15 March 2023

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