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  • ...Games]], and [http://www.giantbomb.com/menus-dont-pause-gameplay/3015-7485/games/ this] and [http://www.giantbomb.com/no-game-pause/3015-1578/ this]) [[Quick Games]]
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...me Masters]] (but the latter may also make this assumption invalid). Other games may have them in the rules but these may not be followed. Even though [[Real-Time Games]] make it impossible to undo actions (without resorting to [[Save-Load Cycl
    11 KB (1,619 words) - 08:25, 24 November 2015
  • ''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
  • ...s Steam Achievements to provide similar functionality but does not require games to make use of it. ...''Master of the Mojave''). To encourage players to test the gambling mini-games within the main game one [[Achievements|Achievement]] for each exists (''Do
    18 KB (2,669 words) - 08:02, 4 August 2022
  • ...n games so that each game instance can be different. This in turn can make games interesting to play several times independent of how much variety comes fro ...ion]] where the draw stacks need to be reshuffled several times during the games.
    21 KB (2,978 words) - 08:57, 15 March 2023
  • ...layers to feel that they are more likely to success or perform better, the games are letting them feel [[Luck]]. ...l [[Luck]], and [[Craps]], [[Guts]], and [[Roulette]] are examples of such games. [[Blackjack]], [[Mahjong]], [[Poker]], and [[Texas Hold'em]] also hold lar
    9 KB (1,303 words) - 12:58, 9 April 2018
  • Many games are designed to be played many times. In order for these to be interesting, ...possible outcomes that players have very little chance of ever playing two games which are exactly the same. This means that every game session will have ne
    13 KB (1,913 words) - 17:54, 13 March 2018
  • ...game is a series of interesting choices,” but also in how definitions of games mention goals, conflicts and uncertainty (e.g. Suit<ref name="GameDefSuit"/ ...illusion that they can explore or interact with more of the diegetic game world than they actually can. Second, the designers may wish to tell a story in a
    22 KB (3,278 words) - 09:10, 21 September 2016
  • ...litators or separated sets of rules to enact other inhabitants in the game world. ...is they show little evidence for agency. In contrast, the enemies in later games such as [[Braid]], [[Gauntlet]], the [[Doom series]], the [[Left 4 Dead se
    13 KB (1,900 words) - 08:18, 26 September 2016
  • Games often contain agents that can manipulate the game state but are not humans. ...they do have their [[Own Agenda]], the characterization of people in those games in weak so this is a weak example. The first tutorial bot in [[Quake III Ar
    6 KB (877 words) - 19:47, 14 August 2014
  • ...ls in games. However, diegetic character can have goals regarding the game world or may actually need them to be believable as characters. When these charac ...n criteria and therefore excludes many other types of goals agents playing games can have, e.g. social or experiential ones.''
    4 KB (580 words) - 15:27, 26 October 2015
  • ...e better put to use there. To avoid this, games may provide [[Open Destiny|Open Destinies]] so that the unfolding of characters' narrative arcs differs dep [[Open Destiny]] has strong connections to the idea of multiple endings, and many
    11 KB (1,615 words) - 10:12, 13 May 2022
  • Many games worlds contains more entities such as animals, people, monsters, or robots ...case the [[Algorithmic Agents]] are also used to provide opponents but in games such as [[Fable II]], [[Fallout series]], [[NetHack]], and [[Torchlight]] t
    17 KB (2,420 words) - 12:27, 12 August 2016
  • ...chunks are to spatially constrain players into different parts of the game world. These separate parts are typically called [[Levels]]. ...i. e., each level presents new enemies and puzzles for the player. In some games, the levels can also have different primary activities the player has to pe
    21 KB (3,112 words) - 21:52, 19 March 2018
  • ...unity of referring to the graphical representation of a person in the game world (a sort of non-player version of the [[Avatars|Avatar]] patterns). Although Many games depict fictional worlds populated with people of more or less human qualiti
    26 KB (3,841 words) - 10:03, 13 May 2022
  • ...se people or creatures have characteristics not directly shown in the Game World that can change during gameplay, these game elements have an abstract eleme ...], [[Torchlight]], the [[Diablo series]], the [[Mass Effect series]] and [[World of Warcraft]].
    28 KB (3,740 words) - 11:15, 18 October 2022
  • [[Category:Games]] [[Category:Roleplaying Games]]
    950 bytes (112 words) - 09:21, 1 August 2011
  • ...r of possible future game states after a couple of actions decide if these games can be said to encourage [[Stimulated Planning]] amongst players. Depending ...of games that [[Stimulated Planning|Stimulate Planning]], and puzzle-like games like [[Ricochet Robots]], [[Continuity]], and [[Cursor*10]] have the same c
    19 KB (2,749 words) - 08:30, 27 August 2021
  • ...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
  • ...he parts that make up these stories are created before gameplay begins the games have [[Predetermined Story Structures]]. ...eplay]]. [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] are often less pre-planned regarding events since coordinating these with
    28 KB (3,879 words) - 09:27, 10 March 2018

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