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  • ==== Information and Communication ==== [[Asymmetric Information]] (link to [[Tension]]) (add to category Symmetry Patterns)
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...ments in that players will sooner or later get them it they persevere. For games while allow several different ways of playing, [[Grind Achievements]] can b ...ecorded levels require uninterrupted gameplay for several hours (the first perfect score for [[Pac-Man]] took about 6 hours, which by 2010 been shaved to less
    13 KB (1,922 words) - 08:07, 4 August 2022
  • Players can spend considerable amounts of time planning their actions in some games. When this makes other players have to wait since gameplay cannot continue [[Chess]] and [[Go]] have been used as prime examples of games where there is a possibility to almost endlessly analyze possible future ac
    10 KB (1,463 words) - 15:55, 25 January 2018
  • [[Category:Board Games]] [[Category:Games]]
    2 KB (253 words) - 18:35, 14 August 2012
  • [[Category:Board Games]] [[Category:Games]]
    1 KB (159 words) - 17:17, 16 May 2011
  • [[Category:Games]] [[Category:Board Games]]
    7 KB (1,041 words) - 12:52, 18 March 2018
  • ...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
  • Games may make players feel stress or apprehension, but this is typically less or ...n easily create [[Tension]] in games, and is often augmented through these games having dark and claustrophobic environments.
    24 KB (3,511 words) - 09:04, 21 September 2016
  • 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
  • For games to be interesting to play, players must feel that they can influence the ou ...eterminable Chance to Succeed]]. Other [[:Category:Gambling Games|Gambling Games]], e.g. [[Blackjack]] or [[Texas Hold'em]] allow players to make some calcu
    7 KB (1,024 words) - 15:30, 31 July 2015
  • Many games only let one player act at a time. This [[Turn Taking]] makes the evaluatio Many classic [[:Category:Board Games|Board Games]], including [[Chess]], [[Go]], and [[Hnefatafl]], alternate between two pl
    14 KB (2,101 words) - 09:28, 21 September 2016
  • ...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
  • Many games make players plan what actions to perform based upon which possible action ...er]], [[Stratego]], [[Agricola]], and [[Amun-Re]] are all examples of such games that require extensive [[Tactical Planning]].
    11 KB (1,519 words) - 07:40, 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
  • [[Category:Information Patterns]] ''Information available to a player is limited to the information available to one single character.''
    8 KB (1,056 words) - 09:21, 10 March 2018
  • ''The passing, from a character to another, of information that has, or can have, influence on the gameplay.'' ...gardless of if they are under player control or not. Besides the role this information can have in the development of a story, it can also trigger new goals for p
    7 KB (959 words) - 14:31, 12 January 2018
  • Many games, e.g. racing games, depend on completing some activity as quickly as possible. Even so, after ...ry speed challenges of [[Speedruns]] and those required by rules in racing games, this pattern make not distinction between the two as the design options be
    8 KB (1,193 words) - 08:20, 6 November 2019
  • ...nel<ref name="Csikszentmihalyi"/>. This does however not solve the case of games that are replayed since they start at a higher skill level. [[Difficulty Se ...o use the ''Realism Mode'' in which the game does not provide non-diegetic information about where the other players or supplies are.
    10 KB (1,498 words) - 09:17, 21 September 2016
  • [[Category:Board Games]] [[Category:Games]]
    731 bytes (91 words) - 14:55, 26 March 2011
  • [[Category:Board Games]] [[Category:Games]]
    548 bytes (65 words) - 14:55, 26 March 2011

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