Search results

Jump to: navigation, search
  • [[Player-Constructed Worlds]] --[[User:Staffan Björk|Staffan Björk]] 00:51, 20 March 2011 (CET) [[Open Worlds]] (duh) --[[User:Staffan Björk|Staffan Björk]] 12:21, 4 August 2011 (CEST
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...g Game Worlds]] makes use of [[Irreversible Events]] to ensure that [[Game Worlds]] become smaller as gameplay progresses. Making the [[Transfer of Control]] ...y, [[Irreversible Events]] can modulate how a [[Characters|Character's]] [[Open Destiny]] evolves during gameplay.
    11 KB (1,619 words) - 08:25, 24 November 2015
  • ...omized. [[Left 4 Dead 2]] expands this by also randomizing which paths are open and which are blocked along the route the players need to move. ...ess]] can go a step further and create fully [[Procedurally Generated Game Worlds]]. If done with moderation, [[Randomness]] can also be used to provide [[Un
    21 KB (2,978 words) - 08:57, 15 March 2023
  • ...ard [[Hands]]. For [[Dice]] rolls, this can further be enhanced by using [[Open-Ended Die Rolls]]. Common examples on how [[Randomness]] is linked with [[L ...he starting positions of games (e.g. through [[Procedurally Generated Game Worlds]]) can let players reuse lucky starting positions if they keep track of the
    9 KB (1,303 words) - 12:58, 9 April 2018
  • ...yer Constructed Worlds]] can allow the players to reconfigure their [[Game Worlds]] without the presence of [[Dedicated Game Facilitators]] ([[Settlers of Ca ...source of [[Replayability]] through having characters with [[Open Destiny|Open Destinies]].
    13 KB (1,913 words) - 17:54, 13 March 2018
  • ..., the designers have limited resources and may want the world to feel more open than it actually is by giving the players the illusion that they can explor .... [[Vision Modes]] can also promote the pattern since players can see game worlds in several different ways, and this is especially promoted when it is an [[
    22 KB (3,278 words) - 09:10, 21 September 2016
  • ''Diegetic game elements that can be interpreted as having goals in game worlds, and working towards those goals.'' ...ard Games]] and [[:Category:Dice Games|Dice Games]] do not have any [[Game Worlds]] whatsoever. [[Avatars]], [[Characters]] and [[Units]] are examples of how
    13 KB (1,900 words) - 08:18, 26 September 2016
  • ...e instances if the [[Algorithmic Agents]] are shown to have [[Open Destiny|Open Destinies]]. [[Ambiguous Responses]] and [[Unpredictable Behavior]] can wor ...thmic Agents]] enacting what these [[Characters]] are doing in that [[Game Worlds|Game World]]. However, since the [[Algorithmic Agents]] can also be trying
    6 KB (877 words) - 19:47, 14 August 2014
  • ...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 that ha ...Agents]] function more in relation to the current context in their [[Game Worlds]], while [[Awareness of Surroundings]] and [[Actions Have Diegetically Soci
    17 KB (2,420 words) - 12:27, 12 August 2016
  • [[Gameplay Statistics]] available during gameplay from within [[Game Worlds]] typically interferes with [[Narrative Engrossment]] since it draws attent ...of [[Memorabilia]]. By providing these artifacts from gameplay, they also open up to a form of [[Spectators]].
    6 KB (838 words) - 10:41, 6 July 2016
  • Computer games with large game worlds sometimes use [[Levels]] to handle issues of system resources and keeping v ...els]]). While [[Levels]] are usually designed as a continuum of the [[Game Worlds|Game World]] populated with game elements, they can also be created from [[
    21 KB (3,112 words) - 21:52, 19 March 2018
  • ''Diegetic persons in game worlds that are not controlled by players.'' Many games depict fictional worlds populated with people of more or less human qualities. Since rarely all of
    26 KB (3,841 words) - 10:03, 13 May 2022
  • ...Items]]; and the [[Characters]] place in social networks within the [[Game Worlds]] that define their relations with [[NPCs]] (e.g. as as [[Companions]], [[E ...n should try to make character traits presented diegetically in the [[Game Worlds|Game World]]. Although there may seem to be no obvious reason why to not do
    28 KB (3,740 words) - 11:15, 18 October 2022
  • ...mmediately accessible, but [[Diegetically Outstanding Features]] in [[Game Worlds]] that are either far away or difficult to reach may fill the same purpose. As mentioned above, [[Diegetically Outstanding Features]] of [[Game Worlds]] typically play important roles in games to provide goals.
    19 KB (2,749 words) - 08:30, 27 August 2021
  • Open-ended games like the [[Sims series]] provide players with a multitude of ga ...greater individual [[Freedom of Choice]] regarding this. [[Persistent Game Worlds]] allow players to join at any time, and in one sense all participants in s
    39 KB (5,769 words) - 08:28, 27 August 2021
  • ...an go as far being used to create completely [[Procedurally Generated Game Worlds]]. ...e within. [[Quests]] can motivate players to move between places in [[Game Worlds]], as can gameplay specific goals such as [[Reconnaissance]], [[Rescue]], a
    28 KB (3,879 words) - 09:27, 10 March 2018
  • Many games make players move through their game worlds. While this makes it easy to structure the gameplay in relation to challeng ...ased game [[Torchlight]] provides ''Portal'' scrolls that allow players to open short cuts to the safety of the town where loot can be sold and new supplie
    6 KB (892 words) - 11:23, 6 July 2016
  • ...[[Factions]], and deciding to which degree, if any, they should have an [[Open Destiny]]. [[Own Agenda]] is appropriate as well although it can conflict w ...that [[Awareness of Surroundings]], [[Context Dependent Reactions]], and [[Open Destiny]] can be maintained and one can avoid breaking [[Diegetic Consisten
    12 KB (1,707 words) - 15:40, 6 August 2015
  • ...Detective Structures]] can mainly provide information through their [[Game Worlds]]. [[Diegetically Outstanding Features]] such as [[Clues]] and [[Traces]] i The information provided through the [[Game Worlds|Game World]] can be complimented with those related to the players' [[Chara
    8 KB (1,056 words) - 09:21, 10 March 2018

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)