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  • ...s about events that are relevant on a team level, e. g., that a particular goal has been completed or that a certain activity has been initiated by the oth The main design choices for [[Alarms]] are how they are activated, what [[Diegetical
    5 KB (668 words) - 07:11, 27 August 2021
  • ==== Goals and Goal Structures ==== ...tion Interfaces]] [grew out of real-time games, pop-up choices outside the main game interface, does this exists already partly?] --[[User:Staffan Björk|S
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...hat one has mastered that specific activity through reaching a non-trivial goal. An example of this is the achievements ''Ol' Buddy Ol' Pal'' and ''The Who ...st [[Grinding]], but is probably more likely to do so when combined with [[Goal Achievements]] to provide [[Rewards]] both for beginning to play a certain
    7 KB (1,108 words) - 08:23, 4 August 2022
  • ...5000, 10000, 25000, 50000, and 10000 such kills). While these has the same main name, once based upon obtaining mounts and vanity pets have individualized ...an be seen as either a [[Grind Achievements|Grind Achievement]] built on [[Goal Achievements]] of completing the game or [[Testing Achievements]] of testin
    13 KB (1,922 words) - 08:07, 4 August 2022
  • [[Category:Goal Patterns]] ''Achievements given to completing a goal in the game.''
    8 KB (1,150 words) - 08:24, 4 August 2022
  • The use of [[High Score Lists]] is fairly standardized, with the main design choices being the number of [[Scores]] saved in the [[High Score Lis ...so adds [[Replayability]] to the game, as the players have the additional goal of simply performing slightly better than in the previous game sessions. [[
    6 KB (990 words) - 16:48, 19 January 2018
  • ...ew of ''Infinite Games'' are [[Unwinnable Games]] that are played with the goal of continuing to play the game. ...les of games that make the realization that they are unwinnable one of the main experiences of playing them.
    11 KB (1,707 words) - 10:21, 15 March 2023
  • === Main Gameplay Design Patterns === ...having the role of special infected have the [[Preventing Goals|Preventing Goal]] of hindering those playing uninfected humans. The game [[Levels]] are arr
    26 KB (4,124 words) - 10:03, 13 May 2022
  • === Main Gameplay Design Patterns === ...me dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for 12 turns despite all the [[Enemies]] and [[Obstacl
    7 KB (1,041 words) - 12:52, 18 March 2018
  • ...basic form of [[Achievements|achievement]] is a reward for completing some goal in the game that is necessary for completing the whole game. While these me ...ephemeral goals many times (e.g. ''Cache Grab'' and ''Shock Jock''). Some goal related [[Achievements]] require specific weapons to be used (e.g. ''Chain
    18 KB (2,669 words) - 08:02, 4 August 2022
  • ...s simply the intentional joint effort by several agents to try and reach a goal. In games, this allow players to divide tasks between them and rely upon ea ...er the players win the game or they all lose. [[Space Alert]] has the same main design even if in a different setting. In contrast, [[Battlestar Galactica:
    15 KB (2,097 words) - 07:00, 8 April 2022
  • ...nce. However, that influence cannot be to powerful since then reaching any goal in any given game would become too easy and lose whatever potential for app ...ance of succeeding one may believe that one can after many actions reach a goal. [[Randomness]] can achieved [[Exaggerated Perception of Influence]] but th
    22 KB (3,278 words) - 09:10, 21 September 2016
  • ''Game elements that diegetically represent players, providing their main means of interacting with the world and whose fate is connected to the play Two main requirements are needed for players to perceive themselves as having [[Avat
    27 KB (4,016 words) - 18:14, 9 August 2016
  • The two main characters in [[Façade]], Trip and Grace, are algorithmic agents which by ...success, and failure of these goals. [[Memory of Important Events]] and [[Goal-Driven Personal Development]] can relate more precisely to various closures
    6 KB (877 words) - 19:47, 14 August 2014
  • The main focus of the interactive drama [[Façade]] is to help Grace and Trip solve The main character in [[Fallout: New Vegas]], the 'courier', can have a number of di
    11 KB (1,615 words) - 10:12, 13 May 2022
  • === Main Gameplay Design Patterns === === Goal Structures ===
    8 KB (1,202 words) - 10:03, 13 May 2022
  • ...a part of the game in which all player action takes place until a certain goal has been reached or an end condition has been fulfilled.'' ...ten have the possibility to leave these [[Levels]] without completing some goal.
    21 KB (3,112 words) - 21:52, 19 March 2018
  • ...the specific challenges of [[False Accusations]] or [[Brokering]] and the goal of [[Maintaining Lies]] are possible. ...eate [[Factions]] that players can interact with or become members of. The goal to [[Gain Allies]] can also be modified so that successfully completing it
    26 KB (3,841 words) - 10:03, 13 May 2022
  • ...r control their own [[Characters|Character]], and one of the main types of goal in the games is to raise the character's level, stats, or skills. This has ...ently of the gameplay and be told through [[Cutscenes]]. In this case, the main relation between the two patterns is the need to maintain a form of [[Thema
    28 KB (3,740 words) - 11:15, 18 October 2022
  • ...utes and 33 Seconds of Uniqueness]] where figuring out when to play is the main challenge. Looking at more ordinary games, role-playing games support playe ...es that can require extensive planning by whole groups of players, and the main gameplay activity of [[Space Alert]] is this type of group planning.
    19 KB (2,749 words) - 08:30, 27 August 2021

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