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  • [[Never Ending Stories]]
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...difficulty as players gain more power to influence the game. However, non-ending games are incompatible with [[Time Limited Game Instances]] but this may no ...compatible with [[Winner determined after Gameplay Ends]] and [[Winning by Ending Gameplay]]. It is also not possible for [[Unwinnable Games]] to have [[Endg
    11 KB (1,707 words) - 10:21, 15 March 2023
  • ...and [[Narrative Engrossment]]. However, they may need to be [[Never Ending Stories]] if they are to function together with [[Creative Control]] in the power o [[Never Ending Stories]],
    22 KB (3,137 words) - 07:22, 8 April 2022
  • ...ory Structures]] from several different events (potentially [[Never Ending Stories]]); and it can make [[Experimenting]] more difficult but also make it neces [[Never Ending Stories]], [[Penalties]],
    21 KB (2,978 words) - 08:57, 15 March 2023
  • ...mum time a game may be played, this might be modified through [[Winning by Ending Gameplay]] since this may result in the games being ended before that time ...asuring time flow can lead to [[Time Pressure]]. Games with [[Never Ending Stories]] or those that are [[Unwinnable Games]] due to not having an end are not c
    6 KB (1,007 words) - 09:15, 14 July 2015
  • ...they may not be necessary for all [[Narration Structures]], [[Never Ending Stories]] most likely need it to not become repetitious. ...conjunction with [[Narration Structures]] this can support [[Never Ending Stories]]. When allowing players to add game elements are part of gameplay, the pat
    11 KB (1,688 words) - 11:19, 6 April 2018
  • ...Sets]], [[Fudged Results]], improvised [[Storytelling]] and [[Never Ending Stories]]. Human game facilitators are also a way of providing [[Creative Control]] ...ctures]] or continually creating them as part of supporting [[Never Ending Stories]]. They can also do the actual presentation through [[Storytelling]], inclu
    20 KB (2,916 words) - 09:30, 23 August 2021
  • ...additional game instances may have problems have the same effect if their stories are fixed. This not only since the players know what will happen, but also ...ay. This include determining which specific actions and events decide with ending to use, which typically means using [[Character Defining Actions]], and con
    11 KB (1,615 words) - 10:12, 13 May 2022
  • ...lly if they have human [[Game Masters]], can easily support [[Never Ending Stories]] since they have people available to change expand the [[Narration Structu ...is least problematic for [[Unwinnable Games]] or those with [[Never Ending Stories]] which typically include [[Roleplaying]] games). Another aspect is the pos
    14 KB (2,080 words) - 19:27, 31 July 2015
  • ...l stories within a fictional setting and when the parts that make up these stories are created before gameplay begins the games have [[Predetermined Story Str ...[[Ultima series|Ultima]] and [[Witcher series]] are examples of where the stories of the games continue between individual games. In contrast [[:Category:Mas
    28 KB (3,879 words) - 09:27, 10 March 2018
  • ...ther make use of [[Winner determined after Gameplay Ends]] or [[Winning by Ending Gameplay]]. ...ore on each other. This can also occur in the retelling of [[Game Instance Stories]] provided by the [[Multiplayer Games]]). However, these can make the use o
    30 KB (4,181 words) - 13:39, 1 April 2022
  • ...Masters]]. The latter provides more flexibility to support [[Never Ending Stories]] and handle unexpected situations so that [[Awareness of Surroundings]], [
    12 KB (1,707 words) - 15:40, 6 August 2015
  • ...y also be the creation of new parts so that a game can have [[Never Ending Stories]]. Sometimes they can include modifying [[Predetermined Story Structures]] [[Never Ending Stories]],
    19 KB (2,776 words) - 07:11, 8 April 2022
  • ...an have problems with [[Thematic Consistency]] unless using [[Never Ending Stories]]. ...[Predetermined Story Structures]]. Providing the content of [[Never Ending Stories]] may be left to the [[Randomness]] of [[Resource Generators]] used (arguab
    15 KB (2,038 words) - 10:37, 23 November 2015
  • ...roblem of continuously generating enough context to support [[Never Ending Stories]] for large [[Persistent Game Worlds]].
    7 KB (1,028 words) - 08:01, 28 July 2015
  • ...[[Excise]], present [[Storytelling]] eloquently, or support [[Never Ending Stories]]. [[Invites]] support a type of one-time [[Non-Player Help]] in that they [[Never Ending Stories]],
    7 KB (963 words) - 12:06, 19 March 2018
  • ...various youtube videos from [[Minecraft]] are examples of this, as is the stories created using the various installments in the [[Sims series]]). Although th ...rs and [[Game Masters]] and can support [[Never Ending Stories]] since the stories can be added to as gameplay progresses.
    17 KB (2,423 words) - 11:14, 21 March 2018
  • ...hemselves when engaging in the activity does however create [[Never Ending Stories]] since there is no clear end forced upon them. [[Never Ending Stories]],
    9 KB (1,340 words) - 10:35, 18 March 2018
  • ...s not allowed to interact with the game anymore. This is equal to the game ending in single-player games but gameplay can continue for the other players in m ...ow zero in [[Magic: The Gathering]] are removed completely from play, thus ending their game sessions.
    11 KB (1,534 words) - 13:01, 25 August 2022
  • ''The act of telling stories within the game.'' Many games tell stories as gameplay progresses. This might be through pre-produced material, throug
    12 KB (1,591 words) - 15:17, 21 March 2017

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