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		<id>http://virt10.itu.chalmers.se/index.php?action=history&amp;feed=atom&amp;title=Enemies</id>
		<title>Enemies - Revision history</title>
		<link rel="self" type="application/atom+xml" href="http://virt10.itu.chalmers.se/index.php?action=history&amp;feed=atom&amp;title=Enemies"/>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;action=history"/>
		<updated>2026-05-09T12:32:14Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;diff=27538&amp;oldid=prev</id>
		<title>Staffan Björk: /* Can Instantiate */</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;diff=27538&amp;oldid=prev"/>
				<updated>2022-10-11T08:51:40Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Can Instantiate&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 08:51, 11 October 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l85&quot; &gt;Line 85:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 85:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Predetermined Story Structures]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Predetermined Story Structures]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[PvE]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[PvE]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Social Dilemma]], [[Surprises]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Social Dilemma]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Surprises&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Survive&lt;/ins&gt;]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Tactical Planning]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Tactical Planning]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Tension]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Tension]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;diff=27537&amp;oldid=prev</id>
		<title>Staffan Björk: /* Using the pattern */</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;diff=27537&amp;oldid=prev"/>
				<updated>2022-10-11T08:51:04Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Using the pattern&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 08:51, 11 October 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l27&quot; &gt;Line 27:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 27:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The cause for enmity between the player and the [[Enemies]] can usually be described through a Goal/[[Preventing Goals|Preventing Goal]] pair. Such an overarching goal can then be used to create numerous subgoals within [[Goal Hierarchies]]: a [[Collections]] of goals that consist of several duels, [[Gain Information]] goals to gain the identity of the [[Enemies]] or their [[Vulnerabilities]] (or [[Achilles' Heels]]), [[Overcome]] to defeat the henchmen of the [[Enemies|Enemy]], [[Supporting Goals]] to find the [[Tools]], or learn the [[Skills]] for defeating the [[Enemies|Enemy]], and so on. However, causes compatible with the diegesis need to be found to explain why these [[Enemies]] cannot be encountered early in the game if [[Diegetic Consistency]] is to be maintained. For [[Multiplayer Games]], [[Mutual Enemies]] can be created by making them hostile towards sets of players (and thereby suggesting [[Alliances]] if [[Teams]] are not already present). Sometimes [[Enemies]] can be simply created through providing [[Inhabitants]] with [[Loot]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The cause for enmity between the player and the [[Enemies]] can usually be described through a Goal/[[Preventing Goals|Preventing Goal]] pair. Such an overarching goal can then be used to create numerous subgoals within [[Goal Hierarchies]]: a [[Collections]] of goals that consist of several duels, [[Gain Information]] goals to gain the identity of the [[Enemies]] or their [[Vulnerabilities]] (or [[Achilles' Heels]]), [[Overcome]] to defeat the henchmen of the [[Enemies|Enemy]], [[Supporting Goals]] to find the [[Tools]], or learn the [[Skills]] for defeating the [[Enemies|Enemy]], and so on. However, causes compatible with the diegesis need to be found to explain why these [[Enemies]] cannot be encountered early in the game if [[Diegetic Consistency]] is to be maintained. For [[Multiplayer Games]], [[Mutual Enemies]] can be created by making them hostile towards sets of players (and thereby suggesting [[Alliances]] if [[Teams]] are not already present). Sometimes [[Enemies]] can be simply created through providing [[Inhabitants]] with [[Loot]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For game elements to be able to function as [[Enemies]] they need some way of negatively effecting players. Actions that allow [[Combat]] and can remove [[Health]] or [[Lives]] (and thereby threatening [[Survive]] goals&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;]]&lt;/del&gt;) are the most common, but those giving players [[Penalties]] offer alternatives that do not diegetically imply [[Eliminate]] goals. Since these action reduce players' [[Resources]], [[Enemies]] can often be seen as a form of [[Consumers]]. Giving the [[Enemies]] the possibility of doing the actions players can may be required to provide [[Challenging Gameplay]], e.g. [[Enemies]] without the possibility for [[Movement]] are in themselves typically not a challenge against players that control [[Avatars]] or [[Units]] that can move.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For game elements to be able to function as [[Enemies]] they need some way of negatively effecting players. Actions that allow [[Combat]] and can remove [[Health]] or [[Lives]] (and thereby threatening [[Survive]] goals) are the most common, but those giving players [[Penalties]] offer alternatives that do not diegetically imply [[Eliminate]] goals. Since these action reduce players' [[Resources]], [[Enemies]] can often be seen as a form of [[Consumers]]. Giving the [[Enemies]] the possibility of doing the actions players can may be required to provide [[Challenging Gameplay]], e.g. [[Enemies]] without the possibility for [[Movement]] are in themselves typically not a challenge against players that control [[Avatars]] or [[Units]] that can move.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another primary design choice when defining [[Enemies]] is how players can [[Overcome]] or avoid them after they have begun to actively oppose them. There may be many ways to do this, which may change during gameplay, often mirroring the way the [[Enemies]] can effect the players. For example, [[Evade]] goals can allow players to avoid [[Penalties]] the [[Enemies]] can cause but only if these are caused by them succeeding with [[Aim &amp;amp; Shoot]] actions, [[Connection]] goals, or similar (and for this reason this pattern is seen as modulating [[Evade]] rather than instantiating it - it is the threat of [[Penalties]] that is more important). For more challenging [[Enemies]], and especially [[Boss Monsters]], players may have to complete several subgoals before having the chance to challenge the [[Enemies]] at all. Typical ways of overcoming Enemies are by [[Eliminate|Elimination]] (most often in the form of [[Aim &amp;amp; Shoot]] as in first-person shooters such as the [[Doom series]]), by permanently making [[Interferable Goals]] impossible or by converting through succeeding with [[Gain Ownership]] goals. [[Internal Rivalry]] is a way to use [[Diegetic Consistency]] as a way restrict the ways [[Enemies]] can struggle against each other. Related to overcoming [[Enemies]] is the effect of doing so has. Besides fulfilling any eventual goals, the handing out of [[Experience Points]] and [[Loot]] are common design solutions (and may be expected by players in certain genres, e.g. [[:Category:Roleplaying Games|Roleplaying Games]]) and the latter makes [[Enemies]] into potential [[Resource Sources]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another primary design choice when defining [[Enemies]] is how players can [[Overcome]] or avoid them after they have begun to actively oppose them. There may be many ways to do this, which may change during gameplay, often mirroring the way the [[Enemies]] can effect the players. For example, [[Evade]] goals can allow players to avoid [[Penalties]] the [[Enemies]] can cause but only if these are caused by them succeeding with [[Aim &amp;amp; Shoot]] actions, [[Connection]] goals, or similar (and for this reason this pattern is seen as modulating [[Evade]] rather than instantiating it - it is the threat of [[Penalties]] that is more important). For more challenging [[Enemies]], and especially [[Boss Monsters]], players may have to complete several subgoals before having the chance to challenge the [[Enemies]] at all. Typical ways of overcoming Enemies are by [[Eliminate|Elimination]] (most often in the form of [[Aim &amp;amp; Shoot]] as in first-person shooters such as the [[Doom series]]), by permanently making [[Interferable Goals]] impossible or by converting through succeeding with [[Gain Ownership]] goals. [[Internal Rivalry]] is a way to use [[Diegetic Consistency]] as a way restrict the ways [[Enemies]] can struggle against each other. Related to overcoming [[Enemies]] is the effect of doing so has. Besides fulfilling any eventual goals, the handing out of [[Experience Points]] and [[Loot]] are common design solutions (and may be expected by players in certain genres, e.g. [[:Category:Roleplaying Games|Roleplaying Games]]) and the latter makes [[Enemies]] into potential [[Resource Sources]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;diff=27536&amp;oldid=prev</id>
		<title>Staffan Björk: /* Using the pattern */</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;diff=27536&amp;oldid=prev"/>
				<updated>2022-10-11T08:50:44Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Using the pattern&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 08:50, 11 October 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l27&quot; &gt;Line 27:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 27:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The cause for enmity between the player and the [[Enemies]] can usually be described through a Goal/[[Preventing Goals|Preventing Goal]] pair. Such an overarching goal can then be used to create numerous subgoals within [[Goal Hierarchies]]: a [[Collections]] of goals that consist of several duels, [[Gain Information]] goals to gain the identity of the [[Enemies]] or their [[Vulnerabilities]] (or [[Achilles' Heels]]), [[Overcome]] to defeat the henchmen of the [[Enemies|Enemy]], [[Supporting Goals]] to find the [[Tools]], or learn the [[Skills]] for defeating the [[Enemies|Enemy]], and so on. However, causes compatible with the diegesis need to be found to explain why these [[Enemies]] cannot be encountered early in the game if [[Diegetic Consistency]] is to be maintained. For [[Multiplayer Games]], [[Mutual Enemies]] can be created by making them hostile towards sets of players (and thereby suggesting [[Alliances]] if [[Teams]] are not already present). Sometimes [[Enemies]] can be simply created through providing [[Inhabitants]] with [[Loot]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The cause for enmity between the player and the [[Enemies]] can usually be described through a Goal/[[Preventing Goals|Preventing Goal]] pair. Such an overarching goal can then be used to create numerous subgoals within [[Goal Hierarchies]]: a [[Collections]] of goals that consist of several duels, [[Gain Information]] goals to gain the identity of the [[Enemies]] or their [[Vulnerabilities]] (or [[Achilles' Heels]]), [[Overcome]] to defeat the henchmen of the [[Enemies|Enemy]], [[Supporting Goals]] to find the [[Tools]], or learn the [[Skills]] for defeating the [[Enemies|Enemy]], and so on. However, causes compatible with the diegesis need to be found to explain why these [[Enemies]] cannot be encountered early in the game if [[Diegetic Consistency]] is to be maintained. For [[Multiplayer Games]], [[Mutual Enemies]] can be created by making them hostile towards sets of players (and thereby suggesting [[Alliances]] if [[Teams]] are not already present). Sometimes [[Enemies]] can be simply created through providing [[Inhabitants]] with [[Loot]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For game elements to be able to function as [[Enemies]] they need some way of negatively effecting players. Actions that allow [[Combat]] and can remove [[Health]] or [[Lives]] are the most common, but those giving players [[Penalties]] offer alternatives that do not diegetically imply [[Eliminate]] goals. Since these action reduce players' [[Resources]], [[Enemies]] can often be seen as a form of [[Consumers]]. Giving the [[Enemies]] the possibility of doing the actions players can may be required to provide [[Challenging Gameplay]], e.g. [[Enemies]] without the possibility for [[Movement]] are in themselves typically not a challenge against players that control [[Avatars]] or [[Units]] that can move.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For game elements to be able to function as [[Enemies]] they need some way of negatively effecting players. Actions that allow [[Combat]] and can remove [[Health]] or [[Lives]] &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(and thereby threatening [[Survive]] goals]]) &lt;/ins&gt;are the most common, but those giving players [[Penalties]] offer alternatives that do not diegetically imply [[Eliminate]] goals. Since these action reduce players' [[Resources]], [[Enemies]] can often be seen as a form of [[Consumers]]. Giving the [[Enemies]] the possibility of doing the actions players can may be required to provide [[Challenging Gameplay]], e.g. [[Enemies]] without the possibility for [[Movement]] are in themselves typically not a challenge against players that control [[Avatars]] or [[Units]] that can move.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another primary design choice when defining [[Enemies]] is how players can [[Overcome]] or avoid them after they have begun to actively oppose them. There may be many ways to do this, which may change during gameplay, often mirroring the way the [[Enemies]] can effect the players. For example, [[Evade]] goals can allow players to avoid [[Penalties]] the [[Enemies]] can cause but only if these are caused by them succeeding with [[Aim &amp;amp; Shoot]] actions, [[Connection]] goals, or similar (and for this reason this pattern is seen as modulating [[Evade]] rather than instantiating it - it is the threat of [[Penalties]] that is more important). For more challenging [[Enemies]], and especially [[Boss Monsters]], players may have to complete several subgoals before having the chance to challenge the [[Enemies]] at all. Typical ways of overcoming Enemies are by [[Eliminate|Elimination]] (most often in the form of [[Aim &amp;amp; Shoot]] as in first-person shooters such as the [[Doom series]]), by permanently making [[Interferable Goals]] impossible or by converting through succeeding with [[Gain Ownership]] goals. [[Internal Rivalry]] is a way to use [[Diegetic Consistency]] as a way restrict the ways [[Enemies]] can struggle against each other. Related to overcoming [[Enemies]] is the effect of doing so has. Besides fulfilling any eventual goals, the handing out of [[Experience Points]] and [[Loot]] are common design solutions (and may be expected by players in certain genres, e.g. [[:Category:Roleplaying Games|Roleplaying Games]]) and the latter makes [[Enemies]] into potential [[Resource Sources]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another primary design choice when defining [[Enemies]] is how players can [[Overcome]] or avoid them after they have begun to actively oppose them. There may be many ways to do this, which may change during gameplay, often mirroring the way the [[Enemies]] can effect the players. For example, [[Evade]] goals can allow players to avoid [[Penalties]] the [[Enemies]] can cause but only if these are caused by them succeeding with [[Aim &amp;amp; Shoot]] actions, [[Connection]] goals, or similar (and for this reason this pattern is seen as modulating [[Evade]] rather than instantiating it - it is the threat of [[Penalties]] that is more important). For more challenging [[Enemies]], and especially [[Boss Monsters]], players may have to complete several subgoals before having the chance to challenge the [[Enemies]] at all. Typical ways of overcoming Enemies are by [[Eliminate|Elimination]] (most often in the form of [[Aim &amp;amp; Shoot]] as in first-person shooters such as the [[Doom series]]), by permanently making [[Interferable Goals]] impossible or by converting through succeeding with [[Gain Ownership]] goals. [[Internal Rivalry]] is a way to use [[Diegetic Consistency]] as a way restrict the ways [[Enemies]] can struggle against each other. Related to overcoming [[Enemies]] is the effect of doing so has. Besides fulfilling any eventual goals, the handing out of [[Experience Points]] and [[Loot]] are common design solutions (and may be expected by players in certain genres, e.g. [[:Category:Roleplaying Games|Roleplaying Games]]) and the latter makes [[Enemies]] into potential [[Resource Sources]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;diff=27294&amp;oldid=prev</id>
		<title>Staffan Björk at 10:11, 13 May 2022</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;diff=27294&amp;oldid=prev"/>
				<updated>2022-05-13T10:11:53Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 10:11, 13 May 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l25&quot; &gt;Line 25:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 25:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The same options regarding when the entities become hostile apply to temporary [[Enemies]]. In addition, these need either a fixed limitation on how long the hostile stance is maintained (which gives rise to an [[Ultra-Powerful Events|Ultra-Powerful Event]] and provides a basis for a [[Time Limits|time-limited]] [[Survive]] goal) or have rules for determining when the change occur. Thus, player may have the options of choosing if they want to try to make [[NPCs]] into [[Helpers]] or [[Companions]], or turning them into [[Enemies]]. This is typically a [[Trade-Offs|Trade-Off]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The same options regarding when the entities become hostile apply to temporary [[Enemies]]. In addition, these need either a fixed limitation on how long the hostile stance is maintained (which gives rise to an [[Ultra-Powerful Events|Ultra-Powerful Event]] and provides a basis for a [[Time Limits|time-limited]] [[Survive]] goal) or have rules for determining when the change occur. Thus, player may have the options of choosing if they want to try to make [[NPCs]] into [[Helpers]] or [[Companions]], or turning them into [[Enemies]]. This is typically a [[Trade-Offs|Trade-Off]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The cause for enmity between the player and the [[Enemies]] can usually be described through a Goal/[[Preventing Goals|Preventing Goal]] pair. Such an overarching goal can then be used to create numerous subgoals within [[Goal Hierarchies]]: a [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Collection&lt;/del&gt;]] of goals that consist of several duels, [[Gain Information]] goals to gain the identity of the [[Enemies]] or their [[Vulnerabilities]] (or [[Achilles' Heels]]), [[Overcome]] to defeat the henchmen of the [[Enemies|Enemy]], [[Supporting Goals]] to find the [[Tools]], or learn the [[Skills]] for defeating the [[Enemies|Enemy]], and so on. However, causes compatible with the diegesis need to be found to explain why these [[Enemies]] cannot be encountered early in the game if [[Diegetic Consistency]] is to be maintained. For [[Multiplayer Games]], [[Mutual Enemies]] can be created by making them hostile towards sets of players (and thereby suggesting [[Alliances]] if [[Teams]] are not already present). Sometimes [[Enemies]] can be simply created through providing [[Inhabitants]] with [[Loot]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The cause for enmity between the player and the [[Enemies]] can usually be described through a Goal/[[Preventing Goals|Preventing Goal]] pair. Such an overarching goal can then be used to create numerous subgoals within [[Goal Hierarchies]]: a [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Collections&lt;/ins&gt;]] of goals that consist of several duels, [[Gain Information]] goals to gain the identity of the [[Enemies]] or their [[Vulnerabilities]] (or [[Achilles' Heels]]), [[Overcome]] to defeat the henchmen of the [[Enemies|Enemy]], [[Supporting Goals]] to find the [[Tools]], or learn the [[Skills]] for defeating the [[Enemies|Enemy]], and so on. However, causes compatible with the diegesis need to be found to explain why these [[Enemies]] cannot be encountered early in the game if [[Diegetic Consistency]] is to be maintained. For [[Multiplayer Games]], [[Mutual Enemies]] can be created by making them hostile towards sets of players (and thereby suggesting [[Alliances]] if [[Teams]] are not already present). Sometimes [[Enemies]] can be simply created through providing [[Inhabitants]] with [[Loot]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For game elements to be able to function as [[Enemies]] they need some way of negatively effecting players. Actions that allow [[Combat]] and can remove [[Health]] or [[Lives]] are the most common, but those giving players [[Penalties]] offer alternatives that do not diegetically imply [[Eliminate]] goals. Since these action reduce players' [[Resources]], [[Enemies]] can often be seen as a form of [[Consumers]]. Giving the [[Enemies]] the possibility of doing the actions players can may be required to provide [[Challenging Gameplay]], e.g. [[Enemies]] without the possibility for [[Movement]] are in themselves typically not a challenge against players that control [[Avatars]] or [[Units]] that can move.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For game elements to be able to function as [[Enemies]] they need some way of negatively effecting players. Actions that allow [[Combat]] and can remove [[Health]] or [[Lives]] are the most common, but those giving players [[Penalties]] offer alternatives that do not diegetically imply [[Eliminate]] goals. Since these action reduce players' [[Resources]], [[Enemies]] can often be seen as a form of [[Consumers]]. Giving the [[Enemies]] the possibility of doing the actions players can may be required to provide [[Challenging Gameplay]], e.g. [[Enemies]] without the possibility for [[Movement]] are in themselves typically not a challenge against players that control [[Avatars]] or [[Units]] that can move.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l66&quot; &gt;Line 66:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 66:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Attention Swapping]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Attention Swapping]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Capture]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Capture]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Challenging Gameplay]], [[Combat]], [[Competition]], [[Complex Gameplay]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Challenging Gameplay]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Collections]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Combat]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Competition]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Complex Gameplay]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Conceal]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Conceal]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Conflicts]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Conflicts]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;diff=25580&amp;oldid=prev</id>
		<title>Staffan Björk at 09:30, 21 September 2016</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;diff=25580&amp;oldid=prev"/>
				<updated>2016-09-21T09:30:28Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 09:30, 21 September 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l39&quot; &gt;Line 39:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 39:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another aspect of [[Enemies]] is if they always behave in the same way or if they have different set of behaviors. Having [[Enemies]] in passive states, as for example some of the infected in the [[Left 4 Dead series]], can provide players the opportunity to have a [[Freedom of Choice]] between [[Combat]] and [[Conceal]] (and thereby [[Stealth]]) goals. The same goes for [[Enemies]] that patrol areas with [[Guard]] goals, except that this create more [[Complex Gameplay]]. Players may not need to choose any of these, but if the [[Enemies]] populate the environment needed to cross to complete [[Traverse]] goals, a choice can be forced from them. Games providing these different states have the possibility of using [[Alarms]], either as [[Traps]] which players can set off or to give players the [[Preventing Goals]] of hindering the [[Enemies]] to activate the [[Alarms]] when they have detected something. [[Enemies]] that flee when hurt or outnumbered may provide [[Diegetic Consistency]] while at the same time also making it possible to have [[Capture]] or [[Eliminate]] goals before they heal, regroup, or get reinforcements. Passive [[Enemies]] also allow players to try and engage in [[Stealing]] [[Transferable Items]] from them.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another aspect of [[Enemies]] is if they always behave in the same way or if they have different set of behaviors. Having [[Enemies]] in passive states, as for example some of the infected in the [[Left 4 Dead series]], can provide players the opportunity to have a [[Freedom of Choice]] between [[Combat]] and [[Conceal]] (and thereby [[Stealth]]) goals. The same goes for [[Enemies]] that patrol areas with [[Guard]] goals, except that this create more [[Complex Gameplay]]. Players may not need to choose any of these, but if the [[Enemies]] populate the environment needed to cross to complete [[Traverse]] goals, a choice can be forced from them. Games providing these different states have the possibility of using [[Alarms]], either as [[Traps]] which players can set off or to give players the [[Preventing Goals]] of hindering the [[Enemies]] to activate the [[Alarms]] when they have detected something. [[Enemies]] that flee when hurt or outnumbered may provide [[Diegetic Consistency]] while at the same time also making it possible to have [[Capture]] or [[Eliminate]] goals before they heal, regroup, or get reinforcements. Passive [[Enemies]] also allow players to try and engage in [[Stealing]] [[Transferable Items]] from them.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Where [[Enemies]] are met in [[Game Boards|Game Board]], [[Game Worlds|Game World]], or [[Levels|Level]] also need to be considered since placing them in features such as [[Galleries]], [[Sniper Locations]], and [[Strongholds]] can make them much more difficult to [[Overcome]]. Their location may be fixed or based upon [[Randomness]], and can be done either so that the [[Enemies]] are placed before gameplay begin or as [[Game Element Insertion]] during gameplay through [[Spawning]] at [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Spawning &lt;/del&gt;Points]]. Their appearance to players may be explain through [[Diegetic Consistency]] or through [[Alien Space Bats]]. [[Waves]] can also be used to introduce many [[Enemies]] are specific points or at specific intervals at [[Levels]] while [[Laning]] can make their appearance predictable but still allow for different choices of tactics and strategies. They can also be used to ensure [[Ever Increasing Difficulty]] due to steadily increasing numbers and difficulties of [[Enemies]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Where [[Enemies]] are met in [[Game Boards|Game Board]], [[Game Worlds|Game World]], or [[Levels|Level]] also need to be considered since placing them in features such as [[Galleries]], [[Sniper Locations]], and [[Strongholds]] can make them much more difficult to [[Overcome]]. Their location may be fixed or based upon [[Randomness]], and can be done either so that the [[Enemies]] are placed before gameplay begin or as [[Game Element Insertion]] during gameplay through [[Spawning]] at [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Spawn &lt;/ins&gt;Points]]. Their appearance to players may be explain through [[Diegetic Consistency]] or through [[Alien Space Bats]]. [[Waves]] can also be used to introduce many [[Enemies]] are specific points or at specific intervals at [[Levels]] while [[Laning]] can make their appearance predictable but still allow for different choices of tactics and strategies. They can also be used to ensure [[Ever Increasing Difficulty]] due to steadily increasing numbers and difficulties of [[Enemies]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;They may block paths to [[Traverse]] goal (especially easy at [[Choke Points]]), may make areas into [[Inaccessible Areas]], may be the objectives of [[Reconnaissance]] goals as long as there is [[Uncertainty of Information]] regarding their location, or may be [[Surprises]] in [[Game World Exploration]] goals. In games requiring [[Maneuvering]] they can provide additional hazards that have to be actively avoided. Used together with [[Galleries]] or other types of areas that have [[Choke Points]] they can effectively create [[Conditional Passageways]]. These in turn can create (temporary) [[Inaccessible Areas]] until the [[Enemies]] have been dealt with. [[Sniper Locations]] and [[Strongholds]] can also create [[Inaccessible Areas]] but in these cases this is not so much an effect of [[Movement]] being denied as easily being eliminated while moving.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;They may block paths to [[Traverse]] goal (especially easy at [[Choke Points]]), may make areas into [[Inaccessible Areas]], may be the objectives of [[Reconnaissance]] goals as long as there is [[Uncertainty of Information]] regarding their location, or may be [[Surprises]] in [[Game World Exploration]] goals. In games requiring [[Maneuvering]] they can provide additional hazards that have to be actively avoided. Used together with [[Galleries]] or other types of areas that have [[Choke Points]] they can effectively create [[Conditional Passageways]]. These in turn can create (temporary) [[Inaccessible Areas]] until the [[Enemies]] have been dealt with. [[Sniper Locations]] and [[Strongholds]] can also create [[Inaccessible Areas]] but in these cases this is not so much an effect of [[Movement]] being denied as easily being eliminated while moving.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l163&quot; &gt;Line 163:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 163:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Privileged Movement]], [[Randomness]], [[Skills]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Privileged Movement]], [[Randomness]], [[Skills]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Sniper Locations]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Sniper Locations]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Spawning&lt;/del&gt;]], [[Spawning &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Points&lt;/del&gt;]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Spawn Points&lt;/ins&gt;]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Spawning]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Stealing]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Stealing]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Strongholds]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Strongholds]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;diff=25477&amp;oldid=prev</id>
		<title>Staffan Björk: /* Relations */</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;diff=25477&amp;oldid=prev"/>
				<updated>2016-09-07T10:56:09Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Relations&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 10:56, 7 September 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l88&quot; &gt;Line 88:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 88:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[Achilles' Heels]] ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[Achilles' Heels]] ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Experimenting]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Experimenting]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Puzzle Solving]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Puzzle Solving&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Varied Gameplay&lt;/ins&gt;]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[Choke Points]] ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[Choke Points]] ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;diff=25476&amp;oldid=prev</id>
		<title>Staffan Björk: /* Using the pattern */</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;diff=25476&amp;oldid=prev"/>
				<updated>2016-09-07T10:55:49Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Using the pattern&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
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				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 10:55, 7 September 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l33&quot; &gt;Line 33:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 33:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For [[Enemies]] to actively oppose players they do need some kind of behavior, which can either be controlled by humans or by predetermined structures (i.e. [[Algorithmic Agents]]). Other humans (as players or [[Dedicated Game Facilitators]]) ofter the most unpredictable behavior, so in many cases the most challenging [[Enemies]] are found in [[Multiplayer Games]] but [[Algorithmic Agents]] can also be made very challenging by having [[Privileged Abilities]] or more information (i.e. the game has [[Asymmetric Information]]), but this easily conflicts with players' sense of [[Player Balance]] and quite likely also with [[Determinable Chance to Succeed]], especially when this makes the effect of the [[Algorithmic Agents|Algorithmic Agents']] actions into [[Ultra-Powerful Events]]. By definition, [[Dedicated Game Facilitators]] and [[Game Masters]] can provide unbeatable [[Enemies]] since they can enforce [[Ultra-Powerful Events]] whenever they wish, but this is tempered by their assumed goal of making players have somewhat of a [[Determinable Chance to Succeed]] and an [[Exaggerated Perception of Influence]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For [[Enemies]] to actively oppose players they do need some kind of behavior, which can either be controlled by humans or by predetermined structures (i.e. [[Algorithmic Agents]]). Other humans (as players or [[Dedicated Game Facilitators]]) ofter the most unpredictable behavior, so in many cases the most challenging [[Enemies]] are found in [[Multiplayer Games]] but [[Algorithmic Agents]] can also be made very challenging by having [[Privileged Abilities]] or more information (i.e. the game has [[Asymmetric Information]]), but this easily conflicts with players' sense of [[Player Balance]] and quite likely also with [[Determinable Chance to Succeed]], especially when this makes the effect of the [[Algorithmic Agents|Algorithmic Agents']] actions into [[Ultra-Powerful Events]]. By definition, [[Dedicated Game Facilitators]] and [[Game Masters]] can provide unbeatable [[Enemies]] since they can enforce [[Ultra-Powerful Events]] whenever they wish, but this is tempered by their assumed goal of making players have somewhat of a [[Determinable Chance to Succeed]] and an [[Exaggerated Perception of Influence]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The difficulty of [[Enemies]] can be modulated by giving them [[Improved Abilities|Improved]] or [[Privileged Abilities]] compared to other [[Enemies]], and this is one way to create [[Boss Monsters]] - the other being to create powerful [[Non-Player Characters]] as [[Enemies]]. Specific ways of improving [[Enemies]] includes changing their [[Stats]] and [[Skills]], equipping them with [[Tools]] (that can become [[Rewards]] if they are [[Transferable Items]]), giving them [[Privileged Movement]] compared to the players, penalizing players with [[No-Ops]], or simply changing how many [[Enemies]] are met. All these can be used to provide [[Challenging Gameplay]], and this be further increase (and adding [[Complex Gameplay]] and [[Varied Gameplay]]) by using [[Orthogonal Differentiation]] to give different [[Enemies]] different abilities. One example of this is the inclusion of the Arch-vile in [[Doom 2]] and [[Doom 3]] which can revive other dead [[Enemies]] or summon more respectively, and the priest of [[Age of Empires]] and monks of [[Age of Empires 2]] that can convert enemy [[Units]]. [[Invulnerabilities]] can easily make [[Enemies]] hard - or too hard - to [[Overcome]] but can be used to force non-violent solutions; For [[Boss Monsters]] the pattern can also be used to force players to first complete a sub goal which makes them vulnerable. [[Vulnerabilities]] &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;and [[Achilles' Heels]] can instead make the [[Enemies]] easier to [[Overcome]] as can [[No-Ops]] applied on them, but these may require players to complete [[Gain Information]] goals first. [[Clues]] in the form of their appearances, behavior and the [[Traces]] they have left in the game environment can help support this search for information. [[Randomness]] can of course also be applied on the factors which determines the [[Enemies]] difficulty. When this is done, it introduces [[Uncertainty of Information]] and a certain level of [[Varied Gameplay]], and can motivate [[Gain Information]] goals.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The difficulty of [[Enemies]] can be modulated by giving them [[Improved Abilities|Improved]] or [[Privileged Abilities]] compared to other [[Enemies]], and this is one way to create [[Boss Monsters]] - the other being to create powerful [[Non-Player Characters]] as [[Enemies]]. Specific ways of improving [[Enemies]] includes changing their [[Stats]] and [[Skills]], equipping them with [[Tools]] (that can become [[Rewards]] if they are [[Transferable Items]]), giving them [[Privileged Movement]] compared to the players, penalizing players with [[No-Ops]], or simply changing how many [[Enemies]] are met. All these can be used to provide [[Challenging Gameplay]], and this be further increase (and adding [[Complex Gameplay]] and [[Varied Gameplay]]) by using [[Orthogonal Differentiation]] to give different [[Enemies]] different abilities. One example of this is the inclusion of the Arch-vile in [[Doom 2]] and [[Doom 3]] which can revive other dead [[Enemies]] or summon more respectively, and the priest of [[Age of Empires]] and monks of [[Age of Empires 2]] that can convert enemy [[Units]]. [[Invulnerabilities]] can easily make [[Enemies]] hard - or too hard - to [[Overcome]] but can be used to force non-violent solutions; For [[Boss Monsters]] the pattern can also be used to force players to first complete a sub goal which makes them vulnerable. [[Vulnerabilities]] and [[Achilles' Heels]] can instead make the [[Enemies]] easier to [[Overcome]] as can [[No-Ops]] applied on them, but these may require players to complete [[Gain Information]] goals first&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. [[Achilles' Heels]] can also required players' to engage in [[Varied Gameplay]] to take advantage of the enemy weaknesses&lt;/ins&gt;. [[Clues]] in the form of their appearances, behavior and the [[Traces]] they have left in the game environment can help support this search for information. [[Randomness]] can of course also be applied on the factors which determines the [[Enemies]] difficulty. When this is done, it introduces [[Uncertainty of Information]] and a certain level of [[Varied Gameplay]], and can motivate [[Gain Information]] goals.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Since setting the right difficulty of enemies can be hard to in advanced, especially with games which supports [[Gameplay Mastery]], it may be desired to be able to adjust the difficulty in direct conjunction to the gameplay. [[Difficulty Levels]] put this in the hands of the players and can let them choose between [[Casual Gameplay|Casual]] and [[Challenging Gameplay]] if the range of difficulties is large enough. [[Dynamic Difficulty Adjustment]] makes use of algorithms to modify the difficulty of the game during gameplay depending on player performance or number of players. [[Game Masters]] can modulate players' [[Determinable Chance to Succeed]] not only on their actual chance to succeed but also what the players believe, but may also do so after the players have performed actions through [[Fudged Results]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Since setting the right difficulty of enemies can be hard to in advanced, especially with games which supports [[Gameplay Mastery]], it may be desired to be able to adjust the difficulty in direct conjunction to the gameplay. [[Difficulty Levels]] put this in the hands of the players and can let them choose between [[Casual Gameplay|Casual]] and [[Challenging Gameplay]] if the range of difficulties is large enough. [[Dynamic Difficulty Adjustment]] makes use of algorithms to modify the difficulty of the game during gameplay depending on player performance or number of players. [[Game Masters]] can modulate players' [[Determinable Chance to Succeed]] not only on their actual chance to succeed but also what the players believe, but may also do so after the players have performed actions through [[Fudged Results]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;diff=25357&amp;oldid=prev</id>
		<title>Staffan Björk at 07:53, 3 September 2016</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;diff=25357&amp;oldid=prev"/>
				<updated>2016-09-03T07:53:01Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
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				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 07:53, 3 September 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l21&quot; &gt;Line 21:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 21:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Enemies]] may be added to [[Multiplayer Games]] to provide [[Conflicts]] in otherwise [[Cooperation]]-based games or to create [[Complex Gameplay]], but is a necessity in [[Single-Player Games]] that wish to have [[Conflicts]] or [[Combat]]. [[Agents]] in the form of [[Avatars]] or [[Generic Adversaries]] or [[Units]] that have [[Eliminate]] or [[Capture]] goals aimed at the player is a typically way of creating [[Enemies]] with diegetic presence in a [[Game Worlds|Game World]] but [[Game System Player]] provides another option. By this they are natural ways of providing players with ways of interacting with them and understanding how the [[Enemies]] can effect the environment and the players. [[Enemies]] can however be indirectly present through how they create challenges to players, e.g. through [[Cards]] or by activating [[Traps]], which in these cases are also typically accompanied by narrative explanations, e.g. through [[Cutscenes]]. This indirect approach is especially common when the final [[Enemies]] are [[Boss Monsters]] which the players only get to directly struggle again at the end of the game, [[Game Boards]], or [[Levels|Level]]. [[Enemies]] may also only be [[Enemies]] because they are [[Agents]] trying to hinder players' goals toward them, e.g. trying to avoid being the objective in [[Capture]], [[Eliminate]], or [[Herd]] goals. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Enemies]] may be added to [[Multiplayer Games]] to provide [[Conflicts]] in otherwise [[Cooperation]]-based games or to create [[Complex Gameplay]], but is a necessity in [[Single-Player Games]] that wish to have [[Conflicts]] or [[Combat]]. [[Agents]] in the form of [[Avatars]] or [[Generic Adversaries]] or [[Units]] that have [[Eliminate]] or [[Capture]] goals aimed at the player is a typically way of creating [[Enemies]] with diegetic presence in a [[Game Worlds|Game World]] but [[Game System Player]] provides another option. By this they are natural ways of providing players with ways of interacting with them and understanding how the [[Enemies]] can effect the environment and the players. [[Enemies]] can however be indirectly present through how they create challenges to players, e.g. through [[Cards]] or by activating [[Traps]], which in these cases are also typically accompanied by narrative explanations, e.g. through [[Cutscenes]]. This indirect approach is especially common when the final [[Enemies]] are [[Boss Monsters]] which the players only get to directly struggle again at the end of the game, [[Game Boards]], or [[Levels|Level]]. [[Enemies]] may also only be [[Enemies]] because they are [[Agents]] trying to hinder players' goals toward them, e.g. trying to avoid being the objective in [[Capture]], [[Eliminate]], or [[Herd]] goals. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If [[Enemies]] are permanent or temporary is a basic design choice regarding their use. Permanent [[Enemies]] can be used as the main driving force for [[Narration Structures]] and make the gameplay clearer as their role does not change, and making these [[Enemies]] into [[Predetermined Story Structures]] puts the designers in control of their impact on gameplay. The [[Enemies]] do not have to be present at the start of the game though, they can either be the result of [[Spawning]] or be friendly or neutral entities that at some point change (this being an example of a [[Irreversible Events|Irreversible Event]]),&amp;#160; e.g. related to a [[Gain Ownership]] or [[Eliminate]] goal. The same options regarding when the entities become hostile apply to temporary [[Enemies]]. In addition, these need either a fixed limitation on how long the hostile stance is maintained (which gives rise to an [[Ultra-Powerful Events|Ultra-Powerful Event]] and provides a basis for a [[Time Limits|time-limited]] [[Survive]] goal) or have rules for determining when the change occur. Thus, player may have the options of choosing if they want to try to make [[NPCs]] into [[Helpers]] or [[Companions]], or turning them into [[Enemies]]. This is typically a [[Trade-Offs|Trade-Off]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If [[Enemies]] are permanent or temporary is a basic design choice regarding their use. Permanent [[Enemies]] can be used as the main driving force for [[Narration Structures]] and make the gameplay clearer as their role does not change, and making these [[Enemies]] into [[Predetermined Story Structures]] puts the designers in control of their impact on gameplay. The [[Enemies]] do not have to be present at the start of the game though, they can either be the result of [[Spawning]] or be friendly or neutral entities that at some point change (this being an example of a [[Irreversible Events|Irreversible Event]]),&amp;#160; e.g. related to a [[Gain Ownership]] or [[Eliminate]] goal. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Ever Increasing Difficulty]] can through this be added to a game by guaranteeing that more and more [[Enemies]] or more and more powerful [[Enemies]] oppose players as gameplay progresses. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The same options regarding when the entities become hostile apply to temporary [[Enemies]]. In addition, these need either a fixed limitation on how long the hostile stance is maintained (which gives rise to an [[Ultra-Powerful Events|Ultra-Powerful Event]] and provides a basis for a [[Time Limits|time-limited]] [[Survive]] goal) or have rules for determining when the change occur. Thus, player may have the options of choosing if they want to try to make [[NPCs]] into [[Helpers]] or [[Companions]], or turning them into [[Enemies]]. This is typically a [[Trade-Offs|Trade-Off]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The cause for enmity between the player and the [[Enemies]] can usually be described through a Goal/[[Preventing Goals|Preventing Goal]] pair. Such an overarching goal can then be used to create numerous subgoals within [[Goal Hierarchies]]: a [[Collection]] of goals that consist of several duels, [[Gain Information]] goals to gain the identity of the [[Enemies]] or their [[Vulnerabilities]] (or [[Achilles' Heels]]), [[Overcome]] to defeat the henchmen of the [[Enemies|Enemy]], [[Supporting Goals]] to find the [[Tools]], or learn the [[Skills]] for defeating the [[Enemies|Enemy]], and so on. However, causes compatible with the diegesis need to be found to explain why these [[Enemies]] cannot be encountered early in the game if [[Diegetic Consistency]] is to be maintained. For [[Multiplayer Games]], [[Mutual Enemies]] can be created by making them hostile towards sets of players (and thereby suggesting [[Alliances]] if [[Teams]] are not already present). Sometimes [[Enemies]] can be simply created through providing [[Inhabitants]] with [[Loot]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The cause for enmity between the player and the [[Enemies]] can usually be described through a Goal/[[Preventing Goals|Preventing Goal]] pair. Such an overarching goal can then be used to create numerous subgoals within [[Goal Hierarchies]]: a [[Collection]] of goals that consist of several duels, [[Gain Information]] goals to gain the identity of the [[Enemies]] or their [[Vulnerabilities]] (or [[Achilles' Heels]]), [[Overcome]] to defeat the henchmen of the [[Enemies|Enemy]], [[Supporting Goals]] to find the [[Tools]], or learn the [[Skills]] for defeating the [[Enemies|Enemy]], and so on. However, causes compatible with the diegesis need to be found to explain why these [[Enemies]] cannot be encountered early in the game if [[Diegetic Consistency]] is to be maintained. For [[Multiplayer Games]], [[Mutual Enemies]] can be created by making them hostile towards sets of players (and thereby suggesting [[Alliances]] if [[Teams]] are not already present). Sometimes [[Enemies]] can be simply created through providing [[Inhabitants]] with [[Loot]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l37&quot; &gt;Line 37:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 39:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another aspect of [[Enemies]] is if they always behave in the same way or if they have different set of behaviors. Having [[Enemies]] in passive states, as for example some of the infected in the [[Left 4 Dead series]], can provide players the opportunity to have a [[Freedom of Choice]] between [[Combat]] and [[Conceal]] (and thereby [[Stealth]]) goals. The same goes for [[Enemies]] that patrol areas with [[Guard]] goals, except that this create more [[Complex Gameplay]]. Players may not need to choose any of these, but if the [[Enemies]] populate the environment needed to cross to complete [[Traverse]] goals, a choice can be forced from them. Games providing these different states have the possibility of using [[Alarms]], either as [[Traps]] which players can set off or to give players the [[Preventing Goals]] of hindering the [[Enemies]] to activate the [[Alarms]] when they have detected something. [[Enemies]] that flee when hurt or outnumbered may provide [[Diegetic Consistency]] while at the same time also making it possible to have [[Capture]] or [[Eliminate]] goals before they heal, regroup, or get reinforcements. Passive [[Enemies]] also allow players to try and engage in [[Stealing]] [[Transferable Items]] from them.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another aspect of [[Enemies]] is if they always behave in the same way or if they have different set of behaviors. Having [[Enemies]] in passive states, as for example some of the infected in the [[Left 4 Dead series]], can provide players the opportunity to have a [[Freedom of Choice]] between [[Combat]] and [[Conceal]] (and thereby [[Stealth]]) goals. The same goes for [[Enemies]] that patrol areas with [[Guard]] goals, except that this create more [[Complex Gameplay]]. Players may not need to choose any of these, but if the [[Enemies]] populate the environment needed to cross to complete [[Traverse]] goals, a choice can be forced from them. Games providing these different states have the possibility of using [[Alarms]], either as [[Traps]] which players can set off or to give players the [[Preventing Goals]] of hindering the [[Enemies]] to activate the [[Alarms]] when they have detected something. [[Enemies]] that flee when hurt or outnumbered may provide [[Diegetic Consistency]] while at the same time also making it possible to have [[Capture]] or [[Eliminate]] goals before they heal, regroup, or get reinforcements. Passive [[Enemies]] also allow players to try and engage in [[Stealing]] [[Transferable Items]] from them.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Where [[Enemies]] are met in [[Game Boards|Game Board]], [[Game Worlds|Game World]], or [[Levels|Level]] also need to be considered since placing them in features such as [[Galleries]], [[Sniper Locations]], and [[Strongholds]] can make them much more difficult to [[Overcome]]. Their location may be fixed or based upon [[Randomness]], and can be done either so that the [[Enemies]] are placed before gameplay begin or as [[Game Element Insertion]] during gameplay through [[Spawning]] at [[Spawning Points]]. Their appearance to players may be explain through [[Diegetic Consistency]] or through [[Alien Space Bats]]. [[Waves]] can also be used to introduce many [[Enemies]] are specific points or at specific intervals at [[Levels]] while [[Laning]] can make their appearance predictable but still allow for different choices of tactics and strategies. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Where [[Enemies]] are met in [[Game Boards|Game Board]], [[Game Worlds|Game World]], or [[Levels|Level]] also need to be considered since placing them in features such as [[Galleries]], [[Sniper Locations]], and [[Strongholds]] can make them much more difficult to [[Overcome]]. Their location may be fixed or based upon [[Randomness]], and can be done either so that the [[Enemies]] are placed before gameplay begin or as [[Game Element Insertion]] during gameplay through [[Spawning]] at [[Spawning Points]]. Their appearance to players may be explain through [[Diegetic Consistency]] or through [[Alien Space Bats]]. [[Waves]] can also be used to introduce many [[Enemies]] are specific points or at specific intervals at [[Levels]] while [[Laning]] can make their appearance predictable but still allow for different choices of tactics and strategies&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. They can also be used to ensure [[Ever Increasing Difficulty]] due to steadily increasing numbers and difficulties of [[Enemies]]&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;They may block paths to [[Traverse]] goal (especially easy at [[Choke Points]]), may make areas into [[Inaccessible Areas]], may be the objectives of [[Reconnaissance]] goals as long as there is [[Uncertainty of Information]] regarding their location, or may be [[Surprises]] in [[Game World Exploration]] goals. In games requiring [[Maneuvering]] they can provide additional hazards that have to be actively avoided. Used together with [[Galleries]] or other types of areas that have [[Choke Points]] they can effectively create [[Conditional Passageways]]. These in turn can create (temporary) [[Inaccessible Areas]] until the [[Enemies]] have been dealt with. [[Sniper Locations]] and [[Strongholds]] can also create [[Inaccessible Areas]] but in these cases this is not so much an effect of [[Movement]] being denied as easily being eliminated while moving.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;They may block paths to [[Traverse]] goal (especially easy at [[Choke Points]]), may make areas into [[Inaccessible Areas]], may be the objectives of [[Reconnaissance]] goals as long as there is [[Uncertainty of Information]] regarding their location, or may be [[Surprises]] in [[Game World Exploration]] goals. In games requiring [[Maneuvering]] they can provide additional hazards that have to be actively avoided. Used together with [[Galleries]] or other types of areas that have [[Choke Points]] they can effectively create [[Conditional Passageways]]. These in turn can create (temporary) [[Inaccessible Areas]] until the [[Enemies]] have been dealt with. [[Sniper Locations]] and [[Strongholds]] can also create [[Inaccessible Areas]] but in these cases this is not so much an effect of [[Movement]] being denied as easily being eliminated while moving.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l67&quot; &gt;Line 67:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 69:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Conceal]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Conceal]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Conflicts]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Conflicts]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Consumers]], [[Diegetically Outstanding Features]], [[Disruption of Focused Attention]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Consumers]], [[Diegetically Outstanding Features]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Disruption of Focused Attention]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Eliminate]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Eliminate]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Gain Information]], [[Gain Ownership]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Ever Increasing Difficulty]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Gain Information]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Gain Ownership]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Guard]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Guard]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Identification]], [[Interferable Goals]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Identification]], [[Interferable Goals]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;diff=25322&amp;oldid=prev</id>
		<title>Staffan Björk at 12:46, 1 September 2016</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;diff=25322&amp;oldid=prev"/>
				<updated>2016-09-01T12:46:17Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
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				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 12:46, 1 September 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l37&quot; &gt;Line 37:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 37:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another aspect of [[Enemies]] is if they always behave in the same way or if they have different set of behaviors. Having [[Enemies]] in passive states, as for example some of the infected in the [[Left 4 Dead series]], can provide players the opportunity to have a [[Freedom of Choice]] between [[Combat]] and [[Conceal]] (and thereby [[Stealth]]) goals. The same goes for [[Enemies]] that patrol areas with [[Guard]] goals, except that this create more [[Complex Gameplay]]. Players may not need to choose any of these, but if the [[Enemies]] populate the environment needed to cross to complete [[Traverse]] goals, a choice can be forced from them. Games providing these different states have the possibility of using [[Alarms]], either as [[Traps]] which players can set off or to give players the [[Preventing Goals]] of hindering the [[Enemies]] to activate the [[Alarms]] when they have detected something. [[Enemies]] that flee when hurt or outnumbered may provide [[Diegetic Consistency]] while at the same time also making it possible to have [[Capture]] or [[Eliminate]] goals before they heal, regroup, or get reinforcements. Passive [[Enemies]] also allow players to try and engage in [[Stealing]] [[Transferable Items]] from them.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another aspect of [[Enemies]] is if they always behave in the same way or if they have different set of behaviors. Having [[Enemies]] in passive states, as for example some of the infected in the [[Left 4 Dead series]], can provide players the opportunity to have a [[Freedom of Choice]] between [[Combat]] and [[Conceal]] (and thereby [[Stealth]]) goals. The same goes for [[Enemies]] that patrol areas with [[Guard]] goals, except that this create more [[Complex Gameplay]]. Players may not need to choose any of these, but if the [[Enemies]] populate the environment needed to cross to complete [[Traverse]] goals, a choice can be forced from them. Games providing these different states have the possibility of using [[Alarms]], either as [[Traps]] which players can set off or to give players the [[Preventing Goals]] of hindering the [[Enemies]] to activate the [[Alarms]] when they have detected something. [[Enemies]] that flee when hurt or outnumbered may provide [[Diegetic Consistency]] while at the same time also making it possible to have [[Capture]] or [[Eliminate]] goals before they heal, regroup, or get reinforcements. Passive [[Enemies]] also allow players to try and engage in [[Stealing]] [[Transferable Items]] from them.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Where [[Enemies]] are met in [[Game Boards|Game Board]], [[Game Worlds|Game World]], or [[Levels|Level]] also need to be considered since placing them in features such as [[Galleries]], [[Sniper Locations]], and [[Strongholds]] can make them much more difficult to [[Overcome]]. Their location may be fixed or based upon [[Randomness]], and can be done either so that the [[Enemies]] are placed before gameplay begin or as [[Game Element Insertion]] during gameplay through [[Spawning]] at [[Spawning Points]]. Their appearance to players may be explain through [[Diegetic Consistency]] or through [[Alien Space Bats]]. [[Waves]] can also be used to introduce many [[Enemies]] are specific points or at specific intervals at [[Levels]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Where [[Enemies]] are met in [[Game Boards|Game Board]], [[Game Worlds|Game World]], or [[Levels|Level]] also need to be considered since placing them in features such as [[Galleries]], [[Sniper Locations]], and [[Strongholds]] can make them much more difficult to [[Overcome]]. Their location may be fixed or based upon [[Randomness]], and can be done either so that the [[Enemies]] are placed before gameplay begin or as [[Game Element Insertion]] during gameplay through [[Spawning]] at [[Spawning Points]]. Their appearance to players may be explain through [[Diegetic Consistency]] or through [[Alien Space Bats]]. [[Waves]] can also be used to introduce many [[Enemies]] are specific points or at specific intervals at [[Levels]] &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;while [[Laning]] can make their appearance predictable but still allow for different choices of tactics and strategies&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;They may block paths to [[Traverse]] goal (especially easy at [[Choke Points]]), may make areas into [[Inaccessible Areas]], may be the objectives of [[Reconnaissance]] goals as long as there is [[Uncertainty of Information]] regarding their location, or may be [[Surprises]] in [[Game World Exploration]] goals. In games requiring [[Maneuvering]] they can provide additional hazards that have to be actively avoided. Used together with [[Galleries]] or other types of areas that have [[Choke Points]] they can effectively create [[Conditional Passageways]]. These in turn can create (temporary) [[Inaccessible Areas]] until the [[Enemies]] have been dealt with. [[Sniper Locations]] and [[Strongholds]] can also create [[Inaccessible Areas]] but in these cases this is not so much an effect of [[Movement]] being denied as easily being eliminated while moving.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;They may block paths to [[Traverse]] goal (especially easy at [[Choke Points]]), may make areas into [[Inaccessible Areas]], may be the objectives of [[Reconnaissance]] goals as long as there is [[Uncertainty of Information]] regarding their location, or may be [[Surprises]] in [[Game World Exploration]] goals. In games requiring [[Maneuvering]] they can provide additional hazards that have to be actively avoided. Used together with [[Galleries]] or other types of areas that have [[Choke Points]] they can effectively create [[Conditional Passageways]]. These in turn can create (temporary) [[Inaccessible Areas]] until the [[Enemies]] have been dealt with. [[Sniper Locations]] and [[Strongholds]] can also create [[Inaccessible Areas]] but in these cases this is not so much an effect of [[Movement]] being denied as easily being eliminated while moving.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l150&quot; &gt;Line 150:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 150:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Improved Abilities]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Improved Abilities]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Invulnerabilities]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Invulnerabilities]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Laning]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Loot]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Loot]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Movement]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Movement]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;diff=25126&amp;oldid=prev</id>
		<title>Staffan Björk at 18:14, 9 August 2016</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Enemies&amp;diff=25126&amp;oldid=prev"/>
				<updated>2016-08-09T18:14:22Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
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				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 18:14, 9 August 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l27&quot; &gt;Line 27:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 27:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For game elements to be able to function as [[Enemies]] they need some way of negatively effecting players. Actions that allow [[Combat]] and can remove [[Health]] or [[Lives]] are the most common, but those giving players [[Penalties]] offer alternatives that do not diegetically imply [[Eliminate]] goals. Since these action reduce players' [[Resources]], [[Enemies]] can often be seen as a form of [[Consumers]]. Giving the [[Enemies]] the possibility of doing the actions players can may be required to provide [[Challenging Gameplay]], e.g. [[Enemies]] without the possibility for [[Movement]] are in themselves typically not a challenge against players that control [[Avatars]] or [[Units]] that can move.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For game elements to be able to function as [[Enemies]] they need some way of negatively effecting players. Actions that allow [[Combat]] and can remove [[Health]] or [[Lives]] are the most common, but those giving players [[Penalties]] offer alternatives that do not diegetically imply [[Eliminate]] goals. Since these action reduce players' [[Resources]], [[Enemies]] can often be seen as a form of [[Consumers]]. Giving the [[Enemies]] the possibility of doing the actions players can may be required to provide [[Challenging Gameplay]], e.g. [[Enemies]] without the possibility for [[Movement]] are in themselves typically not a challenge against players that control [[Avatars]] or [[Units]] that can move.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another primary design choice when defining [[Enemies]] is how players can [[Overcome]] or avoid them after they have begun to actively oppose them. There may be many ways to do this, which may change during gameplay, often mirroring the way the [[Enemies]] can effect the players. For example, [[Evade]] goals can allow players to avoid [[Penalties]] the [[Enemies]] can cause but only if these are caused by them succeeding with [[Aim &amp;amp; Shoot]] actions, [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Contact&lt;/del&gt;]] goals, or similar (and for this reason this pattern is seen as modulating [[Evade]] rather than instantiating it - it is the threat of [[Penalties]] that is more important). For more challenging [[Enemies]], and especially [[Boss Monsters]], players may have to complete several subgoals before having the chance to challenge the [[Enemies]] at all. Typical ways of overcoming Enemies are by [[Eliminate|Elimination]] (most often in the form of [[Aim &amp;amp; Shoot]] as in first-person shooters such as the [[Doom series]]), by permanently making [[Interferable Goals]] impossible or by converting through succeeding with [[Gain Ownership]] goals. [[Internal Rivalry]] is a way to use [[Diegetic Consistency]] as a way restrict the ways [[Enemies]] can struggle against each other. Related to overcoming [[Enemies]] is the effect of doing so has. Besides fulfilling any eventual goals, the handing out of [[Experience Points]] and [[Loot]] are common design solutions (and may be expected by players in certain genres, e.g. [[:Category:Roleplaying Games|Roleplaying Games]]) and the latter makes [[Enemies]] into potential [[Resource Sources]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another primary design choice when defining [[Enemies]] is how players can [[Overcome]] or avoid them after they have begun to actively oppose them. There may be many ways to do this, which may change during gameplay, often mirroring the way the [[Enemies]] can effect the players. For example, [[Evade]] goals can allow players to avoid [[Penalties]] the [[Enemies]] can cause but only if these are caused by them succeeding with [[Aim &amp;amp; Shoot]] actions, [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Connection&lt;/ins&gt;]] goals, or similar (and for this reason this pattern is seen as modulating [[Evade]] rather than instantiating it - it is the threat of [[Penalties]] that is more important). For more challenging [[Enemies]], and especially [[Boss Monsters]], players may have to complete several subgoals before having the chance to challenge the [[Enemies]] at all. Typical ways of overcoming Enemies are by [[Eliminate|Elimination]] (most often in the form of [[Aim &amp;amp; Shoot]] as in first-person shooters such as the [[Doom series]]), by permanently making [[Interferable Goals]] impossible or by converting through succeeding with [[Gain Ownership]] goals. [[Internal Rivalry]] is a way to use [[Diegetic Consistency]] as a way restrict the ways [[Enemies]] can struggle against each other. Related to overcoming [[Enemies]] is the effect of doing so has. Besides fulfilling any eventual goals, the handing out of [[Experience Points]] and [[Loot]] are common design solutions (and may be expected by players in certain genres, e.g. [[:Category:Roleplaying Games|Roleplaying Games]]) and the latter makes [[Enemies]] into potential [[Resource Sources]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For [[Enemies]] to actively oppose players they do need some kind of behavior, which can either be controlled by humans or by predetermined structures (i.e. [[Algorithmic Agents]]). Other humans (as players or [[Dedicated Game Facilitators]]) ofter the most unpredictable behavior, so in many cases the most challenging [[Enemies]] are found in [[Multiplayer Games]] but [[Algorithmic Agents]] can also be made very challenging by having [[Privileged Abilities]] or more information (i.e. the game has [[Asymmetric Information]]), but this easily conflicts with players' sense of [[Player Balance]] and quite likely also with [[Determinable Chance to Succeed]], especially when this makes the effect of the [[Algorithmic Agents|Algorithmic Agents']] actions into [[Ultra-Powerful Events]]. By definition, [[Dedicated Game Facilitators]] and [[Game Masters]] can provide unbeatable [[Enemies]] since they can enforce [[Ultra-Powerful Events]] whenever they wish, but this is tempered by their assumed goal of making players have somewhat of a [[Determinable Chance to Succeed]] and an [[Exaggerated Perception of Influence]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For [[Enemies]] to actively oppose players they do need some kind of behavior, which can either be controlled by humans or by predetermined structures (i.e. [[Algorithmic Agents]]). Other humans (as players or [[Dedicated Game Facilitators]]) ofter the most unpredictable behavior, so in many cases the most challenging [[Enemies]] are found in [[Multiplayer Games]] but [[Algorithmic Agents]] can also be made very challenging by having [[Privileged Abilities]] or more information (i.e. the game has [[Asymmetric Information]]), but this easily conflicts with players' sense of [[Player Balance]] and quite likely also with [[Determinable Chance to Succeed]], especially when this makes the effect of the [[Algorithmic Agents|Algorithmic Agents']] actions into [[Ultra-Powerful Events]]. By definition, [[Dedicated Game Facilitators]] and [[Game Masters]] can provide unbeatable [[Enemies]] since they can enforce [[Ultra-Powerful Events]] whenever they wish, but this is tempered by their assumed goal of making players have somewhat of a [[Determinable Chance to Succeed]] and an [[Exaggerated Perception of Influence]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

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