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  • ...Games]], and [http://www.giantbomb.com/menus-dont-pause-gameplay/3015-7485/games/ this] and [http://www.giantbomb.com/no-game-pause/3015-1578/ this]) [[Quick Games]]
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...me Masters]] (but the latter may also make this assumption invalid). Other games may have them in the rules but these may not be followed. Even though [[Real-Time Games]] make it impossible to undo actions (without resorting to [[Save-Load Cycl
    11 KB (1,619 words) - 08:25, 24 November 2015
  • ...s where they are skilled experience these events as positive. Designers of games can try to create such challenges by controlling the skills needed for spec Adventures that can be bought for many types of tabletop roleplaying games such as [[Dungeons & Dragons]] are categorized after which levels the playe
    23 KB (3,355 words) - 16:03, 3 October 2016
  • ...ayers, e.g. when they are pitched against each other to complete a race or puzzle as quickly as possible. Many racing games, e.g. [[Out Run]] and [[Sega Rally]], give players a limited amount of time
    6 KB (933 words) - 09:05, 21 September 2016
  • Many games put limits on how long players can plan or perform certain actions while ot In the racing games [[Sega Rally]] and [[Out Run]] gamers have a certain number of seconds to r
    17 KB (2,648 words) - 09:05, 21 September 2016
  • ...the intentional joint effort by several agents to try and reach a goal. In games, this allow players to divide tasks between them and rely upon each others' ...Competition (or even Conflict) against the game system or designers of the puzzle.
    15 KB (2,097 words) - 07:00, 8 April 2022
  • ...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
  • 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
  • ''Games where gameplay is easy to begin, perform, pause, and end, without negativel ...s. In this four main areas of difference between causal games and hardcore games are discussed: fictional presentation, game knowledge required, time invest
    8 KB (1,148 words) - 09:26, 15 July 2016
  • The outcome of many games depend on the skill or knowledge of those playing it. For players that do p [[Chess]] and [[Go]] are classical examples of [[:Category:Board Games|Board Games]] which allow [[Further Player Improvement Potential]] for a lifetime to mo
    6 KB (828 words) - 20:14, 11 August 2016
  • .... While these may overlook other aspects and include fantastical elements, games often include representations of [[Agents]] that actively work towards goal ...is they show little evidence for agency. In contrast, the enemies in later games such as [[Braid]], [[Gauntlet]], the [[Doom series]], the [[Left 4 Dead se
    13 KB (1,900 words) - 08:18, 26 September 2016
  • ...games putting players in charge of small groups. In contrast, roleplaying games such as [[Dungeons & Dragons]] have players controlling one character of th ...ed to expose players to many enemies - this is especially common in zombie games, e.g. the [[Left 4 Dead]] series, the [[Dead Rising]] series, and [[Zombiep
    23 KB (3,275 words) - 08:16, 21 September 2016
  • ''Games where the gameplay is clearly divided into clearly defined parts where play ...ct and perform one action. However, this can challenged in various ways in games while still having them be perceived as having turns, e.g. by having severa
    14 KB (2,082 words) - 08:26, 8 August 2015
  • One way that games can divide gameplay into separate sections or chunks are to spatially const ...i. e., each level presents new enemies and puzzles for the player. In some games, the levels can also have different primary activities the player has to pe
    21 KB (3,112 words) - 21:52, 19 March 2018
  • Many games depict fictional worlds populated with people of more or less human qualiti Although not that interesting as personalities, early arcade games such as [[Pac-Man]] can be said to have [[NPCs]] since each of them was giv
    26 KB (3,841 words) - 10:03, 13 May 2022
  • [[Category:Games]] [[Category:Computer Games]]
    451 bytes (51 words) - 22:26, 6 January 2011
  • [[Category:Games]] [[Category:Computer Games]]
    523 bytes (62 words) - 07:12, 7 October 2011
  • [[Category:Games]] [[Category:Puzzle Games]]
    2 KB (287 words) - 12:09, 9 January 2011
  • ...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
  • ''Games where players direct influence on the actual gameplay is non-existent or cl ...ting effort to influence the outcome (another of Juul's characteristics of games<ref name="Juul"/>) however illusionary that latter part may be. Later examp
    7 KB (1,100 words) - 15:09, 19 March 2018

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