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  • [[Alliances]] [[Temporary Alliances]] <- (Dynamic Alliances)
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...hallenges]] triggering [[Cooperation]] in order to survive, resulting in [[Alliances]] with the [[Continuous Goals|Continuous]] and [[Supporting Goals]]. As not ...implied [[Delayed Reciprocity]]. Besides making players have [[Uncommitted Alliances]] in this way, the series allow [[Betrayal]] in that players can opt to run
    26 KB (4,124 words) - 10:03, 13 May 2022
  • ...layers to [[Betrayal]] each other. Other board games that rely on volatile alliances include [[Junta]] and [[Illuminati]]. ...e. Those [[Alliances]] that do not require investments, i.e. [[Uncommitted Alliances]], may make it easier to commit [[Betrayal|Betrayals]] but at the same time
    12 KB (1,820 words) - 16:10, 8 February 2019
  • ...emy’s Enemy is my Friend]]. [[PvE]] gameplay encourages these types of [[Alliances]] and thereby [[Cooperation]] if they do not also simultaneously have [[PvP [[Alliances]],
    15 KB (2,097 words) - 07:00, 8 April 2022
  • ...y as in the [[Defense of the Ancients series]] or [[World of Warcraft]]. [[Alliances]], [[Guilds]], and [[Parties]] can also be used to support [[PvP]] gameplay ...obligations, as does other pattern such as [[Betrayal]] and [[Uncommitted Alliances]] which depend on social agreements. [[Player Killing]] creates [[Risk/Rewa
    30 KB (4,181 words) - 13:39, 1 April 2022
  • ...created is to have [[Social Organizations]], since these are formalized [[Alliances]] based around some form of [[Delayed Reciprocity]]. However, the similar s ...ed Reciprocity]] situations can also be used to give rise to [[Uncommitted Alliances]] as these basically are [[Delayed Reciprocity]] situations where there can
    8 KB (1,230 words) - 23:34, 17 March 2018
  • ...e also a way to invite other players into [[Cooperation]] in [[Uncommitted Alliances]] based on the assumption of [[Delayed Reciprocity]], which in practice cre ...ts]], [[Guilting]], [[Individual Rewards]], [[Risk/Reward]], [[Uncommitted Alliances]]
    5 KB (783 words) - 15:39, 4 August 2015
  • ...he leader but can also lead to [[King Maker]] effects. These [[Uncommitted Alliances]] are common in games with [[King of the Hill]] goals but can also be found [[Uncommitted Alliances]] together with [[Multiplayer Games]]
    14 KB (1,988 words) - 12:41, 18 October 2022
  • ...ning]], and make it somewhat more likely that players create [[Uncommitted Alliances]]. [[Predictable Consequences]] are a motivation for players to engage in [ [[Uncommitted Alliances]]
    15 KB (2,228 words) - 16:05, 3 October 2016
  • ...games in that it implies that players will have an [[Uncommitted Alliances|Uncommitted Alliance]]. [[Neighbors]] can also be [[Resources]] to players, since they [[Uncommitted Alliances]],
    4 KB (518 words) - 10:30, 4 July 2016
  • ...n lead players to form [[Temporary Alliances|Temporary]] and [[Uncommitted Alliances]] with the aim to [[Beat the Leader]]. It can also make people try [[Speede [[Temporary Alliances]],
    5 KB (765 words) - 09:34, 21 September 2016
  • ...ation]] and [[History of the World]] depend on players abilities to create alliances and potentially lure other players to trust them. Other games depending str ...nt for [[Social Skills]] to be present in a game design. The presence of [[Alliances]], [[Guilds]], [[Parties]], [[Social Organizations]], or [[Teams]] in [[Mul
    4 KB (605 words) - 15:57, 8 February 2019
  • ...need to do these [[Collaborative Actions]] in secrecy while [[Uncommitted Alliances]] introduces complexity in the form of possible failure of fulfilling promi [[Secret Alliances]],
    17 KB (2,460 words) - 11:13, 21 March 2018
  • ...can make players enter [[Temporary Alliances|Temporary]] and [[Uncommitted Alliances]] against perceived leaders, and this can is some cases take the form of [[ [[Temporary Alliances]],
    6 KB (905 words) - 13:31, 6 April 2018
  • ...possibility for player to engage in [[Negotiation]] to form [[Uncommitted Alliances]] aimed at sharing these [[Rewards]] (and less commonly [[Penalties]]). [[Uncommitted Alliances]]
    5 KB (698 words) - 11:08, 26 August 2021
  • ...onstellations. This can results in players agreeing to be in [[Uncommitted Alliances]] to share the [[Penalties]] or [[Rewards]]. When this happens among player [[Uncommitted Alliances]]
    6 KB (872 words) - 09:01, 1 October 2016
  • ...[[Uncommitted Alliances]] or [[Teams]]. [[Shared Rewards]] can make both [[Alliances]] and [[Competition]] stronger, in the latter case by setting up the "probl ...Social Roles]] handling this. This become most apparent when [[Uncommitted Alliances]] are given [[Shared Rewards]] due to [[Tied Results]] as the [[Rewards]] t
    5 KB (667 words) - 18:39, 22 September 2015
  • ...ime. While [[Delayed Effects]], [[Delayed Reciprocity]], and [[Uncommitted Alliances]] can set up closures that take quite some time before the occur, [[Levels] [[Uncommitted Alliances]],
    4 KB (591 words) - 08:07, 26 August 2021
  • ...consequences. Actions related to [[Delayed Reciprocity]] or [[Uncommitted Alliances]] naturally provide [[Leaps of Faith]] for both these two reasons, since be [[Uncommitted Alliances]]
    5 KB (731 words) - 09:52, 29 August 2016
  • ...at have the goals, it makes the [[Alliances]] into a form of [[Uncommitted Alliances]] since they can be compromised or betrayed. ==== with [[Alliances]] ====
    5 KB (662 words) - 06:53, 28 September 2016