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  • [[Illocutionary Interfaces]] ( <- Illocutionary Interface link to Puzzle Solving and System Exploratio [[Option Interfaces]] [grew out of real-time games, pop-up choices outside the main game interf
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...updated at regular ticks which have noticeable time between them. Another option it to alternated between real time and another type of updating game state ...ayers the possibility to stop gameplay through [[Game Pauses]] or [[Option Interfaces]] to modify the update pace of the game. Besides progressing narratives, [[
    11 KB (1,669 words) - 06:58, 14 April 2022
  • ...[Varied Gameplay]]. The other consists of equipping players with [[Mimetic Interfaces]] so that their actions while gaming are similar to play an instrument or d Having [[Clickability]] in a game is a way of letting players have the option to engage in their own [[Rhythm-Based Actions]].
    6 KB (852 words) - 08:28, 11 October 2022
  • ...ibility to influence the outcome of the gameplay even if there is only one option of what should be done. For [[Aim & Shoot]], this can be augmented through [[Mimetic Interfaces]] provide one way of creating [[Exaggerated Perception of Influence]] since
    22 KB (3,278 words) - 09:10, 21 September 2016
  • ...] and players aren't simply following a set of rules (they may not have an option unless the game has a [[Freedom of Choice]] or [[Randomness]]). For [[Agent ...hecks in the [[Roleplaying]] game [[Call of Cthulhu]]. Games with [[Public Interfaces]] open up for players to switch between themselves or play simultaneously w
    13 KB (1,900 words) - 08:18, 26 September 2016
  • ...elopment]] even in games that do not have explicit [[Characters]]. Another option to providing [[New Abilities]] to [[Avatars]] is through diegetically facil ...hooters]] such as [[Battlefield 1942]] or the [[Quake series]] where [[HUD Interfaces]] display [[Health]] values, [[Ammunition]] left, and active [[Weapons|Weap
    27 KB (4,016 words) - 18:14, 9 August 2016
  • ...and provide more [[Varied Gameplay]]). Whenever [[Randomness]] is used the option of letting players provide [[Explicit Random Seeds]] emerges which can allo ...r [[Levels]] that affect the overall travel through them. The first is the option to let them be [[Backtracking Levels]], that is [[Levels]] that one first m
    21 KB (3,112 words) - 21:52, 19 March 2018
  • ...n games with [[Pervasive Gameplay]], e.g. [[Prosopopeia]]). An additional option to adjust the level of agency is to consider giving the [[NPCs]] [[Initiati ...& Allies]] - here the [[Non-Player Characters]] are only seen in the [[HUD Interfaces]] of the games even though players can visit some of their [[Private Game S
    26 KB (3,841 words) - 10:03, 13 May 2022
  • ...[World of Warcraft]], all provide players with small maps as part of their interfaces to help them navigate in their game worlds. The HUD displays<ref name="HUD" [[Game State Indicators]] are an option to [[Bookkeeping Tokens]] for providing information about the game state. T
    12 KB (1,684 words) - 12:04, 17 July 2016
  • ...layer Balance]] and [[Team Balance]] due to changes in players. The second option allows [[Late Arriving Players]] and [[Drop-In/Drop-Out]] that give players ...de [[Player Balance]]. This is especially evident for games with [[Mimetic Interfaces]] since it is clear that the [[AI Players]] are not competing under the sam
    11 KB (1,639 words) - 08:09, 21 September 2016
  • The use of [[Point of Interest Indicators]] is an option to using [[Diegetically Outstanding Features]] or can be used to even stron .... If this is not a problem, the use of [[Non-Diegetic Features]] can be an option which can more clearly convey information.
    10 KB (1,433 words) - 13:37, 21 July 2016
  • ...ing]] to perform [[Puzzle Solving]] is one option for this purpose. Anther option is to allow the [[Construction]] of [[Algorithmic Agents]] that are a form Although [[Zero-Player Games]] do not need interfaces to provide input while they are progressing, they typically provide some fo
    7 KB (1,098 words) - 15:08, 19 March 2018
  • ...Games]] such as the [[Zork series]], [[MUD2]] and [[DragonMud]] used text interfaces. These mixed dialogues between several players with those between individua ...to communicate directly with the game system, i.e. create [[Illocutionary Interfaces]], or are used to communicate with [[Characters]] in the [[Game Worlds]]. T
    12 KB (1,618 words) - 09:49, 30 July 2014
  • Two basic options exist for modifying [[First-Person Views]]. The first option is to use [[Point of Interest Indicators]] to highlight things the diegetic ...players are sometimes augmented with additional information through [[HUD Interfaces]]. This is typically [[Game State Indicators]] related to the [[Avatars]] t
    8 KB (1,084 words) - 07:45, 8 April 2022
  • ...ment]] required in order to line up the two points accurately. However, an option to requiring [[Line of Sight]] is to require the judgement that shooting wi ...Aim & Shoot]] and [[First-Person Views]] very often have reticles in [[HUD Interfaces]] while those with [[Third-Person Views]] have some other kind of support f
    10 KB (1,551 words) - 10:03, 13 May 2022
  • ...lds]] are presented visually rather than through text (see [[Illocutionary Interfaces]] for more on this), or through the [[Storytelling]] and [[Roleplaying]] of ...further influences players' perceptions of the [[Game Worlds]]. The first option supports the use of a [[Detective Structures|Detective Structure]] (and can
    29 KB (4,196 words) - 21:55, 19 March 2018
  • Supporting a [[Possibility of Anonymity]] often requires interfaces that can mediate their interactions and gameplay, and this in turn often re ...layers to control if they themselves should have [[Player Anonymity]]. The option of being oneself or hiding who one is while playing is a [[Freedom of Choic
    4 KB (585 words) - 10:19, 13 July 2015
  • ...cker, in effect providing [[Improved Abilities]]; Moving slower is another option that can make sense if the [[Vehicles]] provide some other form [[Improved ...each types of vehicles depending on their form of locomotion, and [[Option Interfaces]] for each of them so players can customize them.
    9 KB (1,218 words) - 13:52, 21 July 2016
  • ...the [[Upgrades]] remains to remind players of their choice. An additional option exists when [[Upgrades]] are permanently locked in [[Sockets]] - that new [ The management of [[Sockets]] may be part of the interfaces for [[Inventories]] or have their own [[Secondary Interface Screens]] as fo
    4 KB (547 words) - 09:47, 25 July 2016
  • A design option related to how [[Clues]] provide information is if they give [[Direct Infor ...an also be presented within the interface or a game, e.g. as part of [[HUD Interfaces]], [[Mini-maps]], or larger maps in [[Secondary Interface Screens]]. As an
    13 KB (1,835 words) - 13:36, 21 July 2016

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