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  • [[Risk/Reward]] (dynamic) [[Popup Screens]] (duh; fix link from note in [[Reward Widgets]]) --[[User:Staffan Björk|Staffan Björk]] 19:02, 7 May 2011 (CEST
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...rt players' can put into that specific type of activity game designers can reward players with [[Grind Achievements]]. These achievements differ from most ot ...e enchanted to get the achievement (in fact, the game design mitigates the risk by having another achievement build on these failures since ''The Need for
    13 KB (1,922 words) - 08:07, 4 August 2022
  • ...they support [[Encouraged Return Visits]], they force players into [[Risk/Reward]] calculations on how long they can stay away from the game. ...] that are also [[Extended Actions]] may require players to perform [[Risk/Reward]] choices on how much [[Attention Swapping]] is necessary to ensure complet
    6 KB (888 words) - 10:03, 16 March 2018
  • ...ard]] structure so that the greater challenge provides a greater [[Rewards|Reward]] even if this is only seen in [[Public Player Statistics]] such as separat ...ainty]]. Regardless, this allows players to feel [[Tension]] as there is a risk that they may fail, while at the same time offering [[Empowerment]] if they
    23 KB (3,355 words) - 16:03, 3 October 2016
  • ...of these can be said to be one of the players' 'lives' and they are all at risk in parallel, these can be called [[Parallel Lives]]. ...[Risk/Reward]] calculations on which game elements to protect and which to risk. The pattern often requires the players to perform [[Attention Swapping]],
    4 KB (699 words) - 22:40, 2 August 2011
  • ...des can affect the [[Avatars]] negatively, they all have associated [[Risk/Reward]] components. Through the possibility of choosing different weapons, player ...ssible items, the Hard Rain campaign turns picking things up into a [[Risk/Reward]] situation since the item taken early in the campaign might have been more
    26 KB (4,124 words) - 10:03, 13 May 2022
  • ...certain period of time, is not able to check the surroundings freely, and risk being killed. ...eason for adding [[Extended Actions]] to a game is typically to add [[Risk/Reward]] or [[Tension]] to a game but can also be a way to limit [[Freedom of Choi
    10 KB (1,419 words) - 08:55, 10 August 2016
  • ...game but have the possibility of [[Betrayal]] to gain the whole [[Rewards|Reward]] for themselves. ...ity to betray gives them a form of [[Player Decided Results]] and a [[Risk/Reward]] choice, maybe requiring [[Roleplaying]] if the [[Betrayal]] takes some ti
    12 KB (1,820 words) - 16:10, 8 February 2019
  • ...they may still have a [[Determinable Chance to Succeed]] and make a [[Risk/Reward]] choice that does not depend on any skill they have, and thereby reduces p ...ons to gain [[Strategic Knowledge]] that can be used to make better [[Risk/Reward]] choices. In the case of [[Cards]], players may also do [[Memorizing]] of
    21 KB (2,978 words) - 08:57, 15 March 2023
  • ...s players to have [[Game Element Insertion]] at their leisure but with the risk of changing a gaming activity into one of free play. Another, more powerful ...players a [[Freedom of Choice]] but since there is typically also a [[Risk/Reward]] to this (either if the wrong game element was chosen or if the use of [[R
    11 KB (1,688 words) - 11:19, 6 April 2018
  • ...an [[Uncertainty of Outcome]], but this can be strengthened through [[Risk/Reward]] choices, the possibility to feel [[Luck]] and [[Leaps of Faith]]. [[End S ...on to locations of a game, but while in the former case this is due to the risk of [[Enemies]] being prepared to attack as soon as one spawns in the latter
    24 KB (3,511 words) - 09:04, 21 September 2016
  • ...-Fixed Abilities]] (e.g. in [[Snakes & Ladders]] and [[Monopoly]]). [[Risk/Reward]] situations is also a general way of supporting [[Luck]] since players can ...players the unlikely but positive outcomes. This however introduces [[Risk/Reward]] choices for the [[Game Masters]] since if players notice the cheating the
    9 KB (1,303 words) - 12:58, 9 April 2018
  • ...used also in games that can be won, in [[Unwinnable Games]] there is less risk of players misusing their influence.
    22 KB (3,278 words) - 09:10, 21 September 2016
  • The use of [[Mules]] can become a [[Risk/Reward]] tradeoff if there is a chance of having critical failures of the actions [[Proxy Players]], [[Risk/Reward]],
    6 KB (836 words) - 21:16, 4 July 2015
  • Players having [[FUBAR Enjoyment]] may have difficulties considering [[Risk/Reward]] situations since they are preoccupied with immediate problems. [[Risk/Reward]]
    6 KB (780 words) - 14:01, 11 August 2015
  • ...sed to provide [[Privileged Abilities]], either as an additional [[Rewards|Reward]] or as a way to provide [[Orthogonal Differentiation]] - the latter especi ...ts]], [[Combos]] can easily occur from these as well due to the cumulative risk of unexpected effects in the design.
    12 KB (1,784 words) - 13:03, 6 September 2016
  • ...ctions similarly, indicating to players how visible they are, and thus the risk they are in of being detected by guards. ...cators]] may also help provide [[Smooth Learning Curves]] and judge [[Risk/Reward]] situations for goals such as [[Capture]]. However, [[Scores|Score]] value
    12 KB (1,684 words) - 12:04, 17 July 2016
  • ...but making actions have [[Cooldown]] periods is also possible. Any [[Risk/Reward]] choices or choices that require [[Trade-Offs]] also promote [[Stimulated [[Replayability]], [[Risk/Reward]],
    19 KB (2,749 words) - 08:30, 27 August 2021
  • ...elayed Effects]], and [[Development Time]] are all also examples of [[Risk/Reward]] or [[Trade-Offs]] that need [[Tactical Planning]], as is the threats of [ [[Risk/Reward]],
    11 KB (1,519 words) - 07:40, 27 August 2021
  • ...interesting [[Freedom of Choice]] if there are not different [[Risk/Reward|Risk/Rewards]] associated to them. The game [[No Thanks!]] shows this in having ...of [[Social Dilemmas]] and forcing them to make [[Trade-Offs]] and [[Risk/Reward]] choices. This occurs when all choices have some negative effects associat
    39 KB (5,769 words) - 08:28, 27 August 2021

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