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  • === Quick Links === We take a bunch of games known for innovation, published after 2004 (publication of the original GDP
    2 KB (317 words) - 08:48, 21 September 2016
  • ...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
  • Real-time games require players to act due to events that occur in the game. When these req Early sports games such as [[Olympic Decathlon]] or [[Summer Games]] primarily stimulated [[:Category:Sports|Sports]] by requiring players to
    6 KB (852 words) - 08:28, 11 October 2022
  • Many casino games, e.g. [[Roulette]] or [[Blackjack]], consist of many quite quick game instances. This allow players entry points often into the meta game of ...e Wars]], and the [[Team Fortress series]] as well as in real-time tactics games such as [[World in Conflict]].
    13 KB (1,995 words) - 08:24, 8 August 2015
  • 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
  • ...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
  • .... 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
  • [[Category:Games]] [[Category:Action Games]]
    8 KB (1,202 words) - 10:03, 13 May 2022
  • ...d or the environment is known. To avoid this, game designers can provide [[Quick Returns]] that allow the players to quickly get back to specific areas they ...rful Events]] described through [[Cutscenes]]. Another option is to make [[Quick Returns]] be [[New Abilities|New]] and [[Privileged Abilities]] (and [[Priv
    3 KB (507 words) - 07:17, 3 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
  • While most levels in games require players to move from their initial starting point to the end point ...s a way to make more use of [[Transport Routes]] and thereby [[Levels]] in games. By making players have in effect two [[Traverse]] goals instead of one it
    3 KB (438 words) - 13:34, 21 July 2016
  • ...but in other cases they may be necessary to do in all game sessions. Some games explicitly build [[Experimenting]] into gameplay as puzzles. In these cases Linderoth<ref name="Linderoth"/> points out that actions in games are either ''exploratory'' or ''performatory'', where the former can be see
    10 KB (1,366 words) - 07:57, 11 August 2016
  • ...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
  • ...he parts that make up these stories are created before gameplay begins the games have [[Predetermined Story Structures]]. ...eplay]]. [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] are often less pre-planned regarding events since coordinating these with
    28 KB (3,879 words) - 09:27, 10 March 2018
  • ''Games that have more than one player.'' ...ith the advent of the internet it became practical to create [[Multiplayer Games]] with hundreds or thousands of players, first in MUDs<ref name="MUDs"/> an
    30 KB (4,181 words) - 13:39, 1 April 2022
  • [[Category:Games]] [[Category:Computer Games]]
    5 KB (767 words) - 08:33, 3 September 2016
  • ...n to challenges and surprises, moving back and forth can become tedious. [[Quick Travel]] solves this by providing various ways of letting players instantan ...Scrolls series]] but [[The Elder Scrolls III: Morrowind|Morrowind]] have [[Quick Travel]] options to already visited areas through the map of the game world
    6 KB (892 words) - 11:23, 6 July 2016
  • ...humans, and for this reason it is perhaps not too surprising that computer games often have a system to support this communication form. However, for a game ...tween characters in the game worlds. Later graphical [[:Category:Adventure Games|Adventure]], such as [[Grim Fandango]], [[Maniac Mansion]], and [[The Dig]]
    12 KB (1,618 words) - 09:49, 30 July 2014
  • ...at games should be separate from the real world so that effects of playing games should be trivial or at least less serious than performing an action which ...usionary resources, it is typically not considered that one is playing the games properly unless the added tension of being able to win or loss money is pre
    14 KB (2,108 words) - 10:09, 4 April 2018

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