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  • ''Goals and subgoals that players can create or customize within a game.'' ...this of course does not hinder players from adding other [[Player-Defined Goals]] that ignore these rules).
    7 KB (1,014 words) - 14:07, 17 March 2018

Page text matches

  • [[Player-Decided Results]] ==== Player Experience and Game Mastery ====
    45 KB (6,258 words) - 09:28, 24 November 2023
  • The first arcade game to have [[High Score Lists]] was [[Asteroids]]. The player who achieves a high enough score compared to the other players of the same ...ge mode can be seen as a [[High Score Lists|High Score List]] for a single player that allows him or her to try to complete levels using less time, portals,
    6 KB (990 words) - 16:48, 19 January 2018
  • ...nteresting challenges to players either by letting players could their own goals and winning conditions or by letting players compare their performance with ...ate designated as the winning one. Both [[Multiplayer Games]] and [[Single-Player Games]] can be [[Unwinnable Games]].
    11 KB (1,707 words) - 10:21, 15 March 2023
  • ...<ref name="L4Dwiki"/> for more detailed description of the games. List of player statistics regarding Steam Achievements are available from the Steam Commun ...e]] when players having the role of special infected have the [[Preventing Goals|Preventing Goal]] of hindering those playing uninfected humans. The game [[
    26 KB (4,124 words) - 10:03, 13 May 2022
  • ...idual gains received by the [[Betrayal]], hidden loyalties, differences in player positions in the game, revenge for previous injustices, or situations where ...r each other in reaching goals but those goals are actually [[Interferable Goals]] so that [[Betrayal]] can happen.
    12 KB (1,820 words) - 16:10, 8 February 2019
  • ...the area where they can affect the game world, or create game elements the player must keep safe. Through doing this, the players' attention can be focused o Although not strictly necessary in single-player FPS games such as the [[Doom series|Doom]] and [[Quake series]] since the p
    27 KB (4,016 words) - 18:14, 9 August 2016
  • ''The ability of agents to update their goals after the closure of existing goals.'' ...hrough choosing new goals as they reach closure points regarding their old goals, they can be said to have [[Goal-Driven Personal Development]].
    4 KB (580 words) - 15:27, 26 October 2015
  • ...]] and [[Once Upon a Time]] provide the same types of [[Role Fulfillment]] goals but rely on all players taking on these more seriously (especially since no ...de a [[Role Fulfillment]] goal for the players even if becoming a skillful player may not be the same as behaving as closely to the base activity.
    7 KB (1,057 words) - 07:53, 8 August 2015
  • [[Category:Player Patterns]] ...ay begins or over time develop them to be as the players want, these are [[Player-Created Characters]]. Games with these allow players to customize not only
    7 KB (957 words) - 11:47, 17 July 2016
  • ''Games where the gameplay is clearly divided into clearly defined parts where players can plan and select actions'' ...ns are in this way typically used to describe periods of gameplay when one player can plan without risk of interruption to select and perform one action. How
    14 KB (2,082 words) - 08:26, 8 August 2015
  • ''A level is a part of the game in which all player action takes place until a certain goal has been reached or an end conditio .... In some games, the levels can also have different primary activities the player has to perform repetitively.
    21 KB (3,112 words) - 21:52, 19 March 2018
  • ...op roleplaying games such as [[Dungeons & Dragons]] and [[GURPS]] let each player control their own [[Characters|Character]], and one of the main types of go ...ch]]). The tabletop roleplaying games often have multiple systems that the player groups are choose from.
    28 KB (3,740 words) - 11:15, 18 October 2022
  • ...dicators|Game State Indicator]] shows which character is controlled by the player. [[World of Warcraft]] allows players to place raid target icons<ref name=" ...ey can be created through [[Outcome Indicators]] as outcome in gameplay is defined through changes in the game state.
    12 KB (1,684 words) - 12:04, 17 July 2016
  • ...game]], since this allows players to have better ideas of what actions and goals need to be in focus for their gameplay. ...orithmic Agents]]) encourages players to set up their own [[Player Defined Goals]] but may fail if players are uninspired. [[Freedom of Choice]] does not ne
    19 KB (2,749 words) - 08:30, 27 August 2021
  • ...choices" argues this, as does the definitions of game from Costikyan where player ''make decisions''<ref name="Costikyan"/> and Abt where players are ''indep ...ices of where to place one's tokens which may seem meaningful for a novice player but becomes less so for somebody that has explored the whole possibility sp
    39 KB (5,769 words) - 08:28, 27 August 2021
  • [[Category:Player Patterns]] ''Games that have more than one player.''
    30 KB (4,181 words) - 13:39, 1 April 2022
  • Creating [[Social Dilemmas]] consist creating [[Incompatible Goals]] that pair [[Individual Rewards]] or [[Individual Penalties|Penalties]] ag ...es]] but can also be designed for players by using [[Factions]] with [[Non-Player Characters]]. There are several well-known basic types of [[Social Dilemmas
    12 KB (1,731 words) - 07:28, 8 April 2022
  • ...ies|Civiliation series]] can be seen as a form of [[Companions]]. Like the player, they have no direct manifestation within the game world but they do follow ...r [[Mutual Goals]] or [[Continuous Goals]] and [[Supporting Goals]] with a player. They may be able to work towards these through having the same [[Abilities
    12 KB (1,707 words) - 15:40, 6 August 2015
  • Perceived actions influence how a non-player character will act toward the acting character. Different types of actions Stealing in the third installment of the [[Fallout series]] makes player characters lose karma, which in turn changes how other characters reach to
    9 KB (1,245 words) - 16:04, 3 October 2016
  • ''Information available to a player is limited to the information available to one single character.'' ...and [[Deus Ex series]]. This come pretty natural for the genre since it is defined by how one perceives the game world from the view of one character.
    8 KB (1,056 words) - 09:21, 10 March 2018

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