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  • [[Player-Decided Results]] ==== Player Experience and Game Mastery ====
    45 KB (6,258 words) - 09:28, 24 November 2023
  • For longer single-player games, and especially those with multiple endings, [[Goal Achievements]] ar ...s the choice of which goal to use, which can be either an [[Enforced Goals|Enforced Goal]] or an [[Optional Goals|Optional one]]. For [[Optional Goals]], havin
    8 KB (1,150 words) - 08:24, 4 August 2022
  • ...me Games]] in the sense that the game system updates automatically without player involvement. ...lly slow pace of strategy games by making the game system continue without player interaction.
    11 KB (1,669 words) - 06:58, 14 April 2022
  • ...ate designated as the winning one. Both [[Multiplayer Games]] and [[Single-Player Games]] can be [[Unwinnable Games]]. ...to players' [[Focus Loci]]. [[Grinding]] that lets players continuously do actions for little or no progress in the game, relying primarily on players losing
    11 KB (1,707 words) - 10:21, 15 March 2023
  • [[Category:Player Patterns]] ...stems that can use different game worlds. These game worlds can be totally player-created, but there are also commercial game worlds available. Other games,
    22 KB (3,137 words) - 07:22, 8 April 2022
  • ...ssible outside any given specific game instance, typically not stored on a player's own computer and publicly viewable through the internet. ...d for perseverance in that are only given for performing a certain task or actions for a great number of times. For an alternative categorization of [[Achieve
    18 KB (2,669 words) - 08:02, 4 August 2022
  • ''The feeling of caring about the outcome of actions or events in a game without having full control over them.'' ...n front of others. [[Spectators]] can amplify this, and even make gameplay actions which require no performative aspects to cause [[Tension]] because others m
    24 KB (3,511 words) - 09:04, 21 September 2016
  • ''Programs, machines, or people who perform book-keeping actions and/or control various agents to provide gameplay to players.'' ...should be hidden from all players, the impartial judging or performing of actions, and resolving complex algorithms during gameplay. Since letting players pe
    20 KB (2,916 words) - 09:30, 23 August 2021
  • [[Category:Player Patterns]] ''Outcomes of player actions that depends both on both player and character characteristics.''
    9 KB (1,232 words) - 08:07, 14 August 2016
  • ...actions, through active opposition or through randomness in the outcome of actions. ...e. When these actions appear meaningful, including being meaningful to the player but not within a game state perspective, the players have an [[Exaggerated
    22 KB (3,278 words) - 09:10, 21 September 2016
  • ...ing the game environment. These [[Agents]] may be the points through which player can interact with the game or be the conduits for game facilitators or sepa ...and the [[Super Mario series]], adjust their actions in response to player actions. This is typically enhanced by them going from passive modes to active mode
    13 KB (1,900 words) - 08:18, 26 September 2016
  • ...x have processes for learning under which contexts one should perform what actions. ...he infected that attack the players' characters, but also to control other player characters if there are not four people available. In all these case the [[
    17 KB (2,420 words) - 12:27, 12 August 2016
  • [[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
  • ...early divided into clearly defined parts where players can plan and select actions'' ...sly, being able to do several actions, introducing time limits to make the actions, or letting other players have the possibility of interrupting turns.
    14 KB (2,082 words) - 08:26, 8 August 2015
  • ...the graphical representation of a person in the game world (a sort of non-player version of the [[Avatars|Avatar]] patterns). Although the common usage may Note: ''the abbreviation'' [[NPCs]] ''is very common for'' [[Non-Player Characters]] ''and is used here as well.''
    26 KB (3,841 words) - 10:03, 13 May 2022
  • ...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=" ...r example the ''Light Gem'' in the [[Thief series]] showing how hidden the player's [[Avatars|Avatar]] is) while the other can be used to provide [[Game Stat
    12 KB (1,684 words) - 12:04, 17 July 2016
  • ''Gameplay structures that encourage players to plan future actions in the game.'' ...enges a game presents, the planning may include anticipating other players actions and planning.
    19 KB (2,749 words) - 08:30, 27 August 2021
  • [[Category:Player Patterns]] ...of these games it may be unpractical to find enough people to fill all the player slots available, so the norm in these cases is that some or the majority of
    11 KB (1,639 words) - 08:09, 21 September 2016
  • [[Category:Player Patterns]] ...arat]], [[Craps]], and [[Roulette]] can be seen as examples of [[No Direct Player Influence]] since they are pure games of chance when players are actually o
    7 KB (1,100 words) - 15:09, 19 March 2018

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