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		<id>http://virt10.itu.chalmers.se/index.php?action=history&amp;feed=atom&amp;title=Gameplay_Mastery</id>
		<title>Gameplay Mastery - 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=Gameplay_Mastery"/>
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		<updated>2026-05-07T05:42:57Z</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=Gameplay_Mastery&amp;diff=26883&amp;oldid=prev</id>
		<title>Staffan Björk at 08:01, 14 August 2019</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Gameplay_Mastery&amp;diff=26883&amp;oldid=prev"/>
				<updated>2019-08-14T08:01:40Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&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 08:01, 14 August 2019&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-l38&quot; &gt;Line 38:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 38:&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 ability of players to have [[Gameplay Mastery]] affects [[Player/Character Skill Composites]], so games with this patterns need to take into consideration how [[Gameplay Mastery]] will affect it as at an extreme it may make the [[Characters|Character]] aspect unimportant and may make it difficult to have mechanics that create [[Player Balance]].&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 ability of players to have [[Gameplay Mastery]] affects [[Player/Character Skill Composites]], so games with this patterns need to take into consideration how [[Gameplay Mastery]] will affect it as at an extreme it may make the [[Characters|Character]] aspect unimportant and may make it difficult to have mechanics that create [[Player Balance]].&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;&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 style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In games with [[Cooperation]] or [[Negotiation]], [[Gameplay Mastery]] can lead to [[Reflective Communication]].&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;== Relations ==&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;== Relations ==&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-l52&quot; &gt;Line 52:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 54:&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;[[Team Development]], &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;[[Team Development]], &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;[[Value of Effort]] &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;[[Value of Effort]] &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;&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 style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==== with [[Cooperation]] or [[Negotiation]] ====&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 style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Reflective Communication]]&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;=== Can Modulate ===&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;=== Can Modulate ===&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=Gameplay_Mastery&amp;diff=26508&amp;oldid=prev</id>
		<title>Staffan Björk at 11:16, 21 March 2018</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Gameplay_Mastery&amp;diff=26508&amp;oldid=prev"/>
				<updated>2018-03-21T11:16:14Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&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 11:16, 21 March 2018&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-l19&quot; &gt;Line 19:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 19:&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;Given that [[Gameplay Mastery]] is mastering the specific gameplay of a game, there are as many ways of supporting [[Gameplay Mastery]] as there are gameplay which involve some type of skill or knowledge. Perhaps the clearest way of offering [[Gameplay Mastery]] is to provide [[Dominant Strategies]] but if this is a viable design solution depends on if a game is a [[Multiplayer Games|Multiplayer Game]] (since its presence will make [[Player Balance]] impossible) and to which extent the game should provide [[Replayability]]. It can also be questionable since knowing the best way to play can lessen players' [[Freedom of Choice]] since there are typically only one or a few choices that are the best. Still on a general level, [[Complex Gameplay]] makes knowing the rules of a game part of reaching [[Gameplay Mastery]] while [[Challenging Gameplay]] guarantees that there is something to train at getting good at (or makes it more difficult to achieve [[Gameplay Mastery]]). However, being able to fully master a game can undo the challenging aspect of the gameplay so the patterns can work against each other, especially if [[Dominant Strategies]] exists.&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;Given that [[Gameplay Mastery]] is mastering the specific gameplay of a game, there are as many ways of supporting [[Gameplay Mastery]] as there are gameplay which involve some type of skill or knowledge. Perhaps the clearest way of offering [[Gameplay Mastery]] is to provide [[Dominant Strategies]] but if this is a viable design solution depends on if a game is a [[Multiplayer Games|Multiplayer Game]] (since its presence will make [[Player Balance]] impossible) and to which extent the game should provide [[Replayability]]. It can also be questionable since knowing the best way to play can lessen players' [[Freedom of Choice]] since there are typically only one or a few choices that are the best. Still on a general level, [[Complex Gameplay]] makes knowing the rules of a game part of reaching [[Gameplay Mastery]] while [[Challenging Gameplay]] guarantees that there is something to train at getting good at (or makes it more difficult to achieve [[Gameplay Mastery]]). However, being able to fully master a game can undo the challenging aspect of the gameplay so the patterns can work against each other, especially if [[Dominant Strategies]] exists.&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;One aspect of [[Gameplay Mastery]] concerns being able to plan what to do in a game. This makes [[Predictable Consequences]], [[Risk/Reward]], [[Stimulated Planning]], [[Strategic Knowledge]], [[Tactical Planning]], and [[Trade-Offs]] ways of allowing [[Gameplay Mastery]] to develop among players. More specific design features that support this are [[Deck Building]], [[Puzzle Solving]], and [[Resource Management]]. While the two latter of these taken place during gameplay, [[Deck Building]] can also occur before gameplay proper begins. Knowing when to do [[Construction/Scoring Phase Shift|Construction/Scoring Phase Shifts]] or [[Speedending]] are specific examples, and players that know this will affect the [[Middlegame]] of games. Planning and creating [[Flip-Flop Events]] is another specific aspect of [[Gameplay Mastery]] which is possible in games with mutable [[Turn Taking]]. Games with [[Construction]] that can be used to create [[Combos]] or lead to [[Emergent Gameplay]] can also allow for [[Gameplay Mastery]]. On a general level, knowing how and when to perform [[Extended Actions]] in games which have them is also a source for [[Gameplay Mastery]]. Another, related, aspect of [[Gameplay Mastery]] is having the information or knowledge needed to perform gameplay actions. Games with [[Paper-Rock-Scissors]] or [[Sidegrades]] require players to keep track of the game state to know when different actions should be made, and having this awareness is a common part of [[Gameplay Mastery]]. Knowing which [[Excluding Goals]] to choose depending on the game situation can also be a sign of [[Gameplay Mastery]] although the mere presence of [[Excluding Goals]] does not guarantee the possibility to have [[Gameplay Mastery]] in a game. Having [[Real World Knowledge Advantages]], e.g. about detailed pertaining to [[Seamful Gameplay]], or keeping track of [[Trans-Game Information]] can allow for [[Gameplay Mastery]] before gameplay begin, while [[Memorizing]] allows it to take place during 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;One aspect of [[Gameplay Mastery]] concerns being able to plan what to do in a game. This makes [[Predictable Consequences]], [[Risk/Reward]], [[Stimulated Planning]], [[Strategic Knowledge]], [[Tactical Planning]], and [[Trade-Offs]] ways of allowing [[Gameplay Mastery]] to develop among players. More specific design features that support this are &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Card Building]], &lt;/ins&gt;[[Deck Building]], [[Puzzle Solving]], and [[Resource Management]]. While the two latter of these taken place during gameplay, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Card Building|Card]] or &lt;/ins&gt;[[Deck Building]] can also occur before gameplay proper begins. Knowing when to do [[Construction/Scoring Phase Shift|Construction/Scoring Phase Shifts]] or [[Speedending]] are specific examples, and players that know this will affect the [[Middlegame]] of games. Planning and creating [[Flip-Flop Events]] is another specific aspect of [[Gameplay Mastery]] which is possible in games with mutable [[Turn Taking]]. Games with [[Construction]] that can be used to create [[Combos]] or lead to [[Emergent Gameplay]] can also allow for [[Gameplay Mastery]]. On a general level, knowing how and when to perform [[Extended Actions]] in games which have them is also a source for [[Gameplay Mastery]]. Another, related, aspect of [[Gameplay Mastery]] is having the information or knowledge needed to perform gameplay actions. Games with [[Paper-Rock-Scissors]] or [[Sidegrades]] require players to keep track of the game state to know when different actions should be made, and having this awareness is a common part of [[Gameplay Mastery]]. Knowing which [[Excluding Goals]] to choose depending on the game situation can also be a sign of [[Gameplay Mastery]] although the mere presence of [[Excluding Goals]] does not guarantee the possibility to have [[Gameplay Mastery]] in a game. Having [[Real World Knowledge Advantages]], e.g. about detailed pertaining to [[Seamful Gameplay]], or keeping track of [[Trans-Game Information]] can allow for [[Gameplay Mastery]] before gameplay begin, while [[Memorizing]] allows it to take place during 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;/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;Being able to perform gameplay actions is also often a part of having [[Gameplay Mastery]]. The numerous ways this can be tested include [[Betting]] and [[Bluffing]] (in games such as [[Poker]]), building [[Pre-Customized Decks]], performing [[Dexterity-Based Actions]], [[Enactment]], handling [[Limited Resources]], [[Negotiation]], [[Player Physical Prowess]], [[Rhythm-Based Actions]], [[Social Skills]], [[Storytelling]], [[Timing]], and controlling [[Vehicles]]. More contextual examples include being able to [[Roleplaying|Roleplay]] that one is not the one that performed certain [[Anonymous Actions]] or performing [[Combos]] in games with [[Challenging Gameplay]] or [[Complex Gameplay]]. Slightly more general, avoiding [[Obstacles]] or [[Overcome|Overcoming]] enemies require gameplay actions that performing well signals [[Gameplay Mastery]]. [[Competence Areas]] is an overarching way to provide [[Gameplay Mastery]] since any game with [[Competence Areas]] by definition has areas in which players can become proficient. In [[Multiplayer Games]], [[Gameplay Mastery]] can both consist of being able to do [[Collaborative Actions]] and presenting [[Player Unpredictability]] to other players. &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;Being able to perform gameplay actions is also often a part of having [[Gameplay Mastery]]. The numerous ways this can be tested include [[Betting]] and [[Bluffing]] (in games such as [[Poker]]), building [[Pre-Customized Decks]], performing [[Dexterity-Based Actions]], [[Enactment]], handling [[Limited Resources]], [[Negotiation]], [[Player Physical Prowess]], [[Rhythm-Based Actions]], [[Social Skills]], [[Storytelling]], [[Timing]], and controlling [[Vehicles]]. More contextual examples include being able to [[Roleplaying|Roleplay]] that one is not the one that performed certain [[Anonymous Actions]] or performing [[Combos]] in games with [[Challenging Gameplay]] or [[Complex Gameplay]]. Slightly more general, avoiding [[Obstacles]] or [[Overcome|Overcoming]] enemies require gameplay actions that performing well signals [[Gameplay Mastery]]. [[Competence Areas]] is an overarching way to provide [[Gameplay Mastery]] since any game with [[Competence Areas]] by definition has areas in which players can become proficient. In [[Multiplayer Games]], [[Gameplay Mastery]] can both consist of being able to do [[Collaborative Actions]] and presenting [[Player Unpredictability]] to other players. &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-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;[[Auto-Aim]], &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;[[Auto-Aim]], &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;[[Balancing Effects]], &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;[[Balancing Effects]], &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;[[Card Building]], &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;[[Challenging Gameplay]], &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;[[Challenging 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;[[Difficulty Levels]], &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;[[Difficulty Levels]], &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=Gameplay_Mastery&amp;diff=26357&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=Gameplay_Mastery&amp;diff=26357&amp;oldid=prev"/>
				<updated>2018-03-18T14:51:36Z</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 14:51, 18 March 2018&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;[[Gameplay Mastery]] also requires that players have sufficiently difficult goals to try and complete. [[Predefined Goals]] naturally provides such goals but only if they are difficult enough to challenge players. On a general level, [[Further Player Improvement Potential]] provides this and games that encourage players to have [[FUBAR Enjoyment]] at least place players in difficult situations. [[Perceivable Margins]] gives players information on how they could have performed better and thereby supports players with improving their potential. Skill-based [[Multiplayer Games]] let players have [[Further Player Improvement Potential]] as long as more skilled players can be found and is for this reason a very common design features that supports the presence of [[Gameplay Mastery]]. [[Smooth Learning Curves]] guide players so they don't start with too difficult challenges but may require players to play through too easy before getting to parts which match their skill levels. [[Difficulty Levels]] in contrast let players set an appropriate level for themselves (potentially with [[AI Players]] of varying difficulties); the danger to this solution being that players can satisfy themselves with being able to complete a game at a certain [[Difficulty Levels|Difficulty Level]] and not push themselves to their full potential. Another danger is that [[Gameplay Mastery]] may make the [[Difficulty Levels]] meaningless since all of them may be too easy for an expert player. [[Achievements]] and the possibility of [[Speedruns]] encourage players to play in ways that typically are more difficult and thereby motivate players to fully develop a [[Gameplay Mastery]] as long as the [[Achievements]] and the challenges of [[Speedruns]] match the gameplay challenges of the game. [[Goal Achievements]] and [[Handicap Achievements]] specifically can modify how players try to reach [[Gameplay Mastery]] by pointing out certain goals or ways a game can be played which makes it harder (the former can for example be based upon showing that one can perform [[Repeat Combos]]). While having [[Experimenting]] as part of gameplay does not necessarily in itself provide skills that allow [[Gameplay Mastery]] but can allow players to try different types of actions and therefore promote players to reach [[Gameplay Mastery]]. &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;[[Gameplay Mastery]] also requires that players have sufficiently difficult goals to try and complete. [[Predefined Goals]] naturally provides such goals but only if they are difficult enough to challenge players. On a general level, [[Further Player Improvement Potential]] provides this and games that encourage players to have [[FUBAR Enjoyment]] at least place players in difficult situations. [[Perceivable Margins]] gives players information on how they could have performed better and thereby supports players with improving their potential. Skill-based [[Multiplayer Games]] let players have [[Further Player Improvement Potential]] as long as more skilled players can be found and is for this reason a very common design features that supports the presence of [[Gameplay Mastery]]. [[Smooth Learning Curves]] guide players so they don't start with too difficult challenges but may require players to play through too easy before getting to parts which match their skill levels. [[Difficulty Levels]] in contrast let players set an appropriate level for themselves (potentially with [[AI Players]] of varying difficulties); the danger to this solution being that players can satisfy themselves with being able to complete a game at a certain [[Difficulty Levels|Difficulty Level]] and not push themselves to their full potential. Another danger is that [[Gameplay Mastery]] may make the [[Difficulty Levels]] meaningless since all of them may be too easy for an expert player. [[Achievements]] and the possibility of [[Speedruns]] encourage players to play in ways that typically are more difficult and thereby motivate players to fully develop a [[Gameplay Mastery]] as long as the [[Achievements]] and the challenges of [[Speedruns]] match the gameplay challenges of the game. [[Goal Achievements]] and [[Handicap Achievements]] specifically can modify how players try to reach [[Gameplay Mastery]] by pointing out certain goals or ways a game can be played which makes it harder (the former can for example be based upon showing that one can perform [[Repeat Combos]]). While having [[Experimenting]] as part of gameplay does not necessarily in itself provide skills that allow [[Gameplay Mastery]] but can allow players to try different types of actions and therefore promote players to reach [[Gameplay Mastery]]. &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;While maybe not allowing for [[Gameplay Mastery]] in themselves, several design features can motivate players more to try and achieve the mastery which is possible. [[Symmetry]] can ensure that [[Gameplay Mastery]] is foregrounded in gameplay rather than luck in starting positions. In contrast, [[Uncertainty of Outcome]] can make [[Gameplay Mastery]] less likely to guarantee winning or dominance in gameplay while still allowing those with [[Gameplay Mastery]] the possibility of displaying it and having advantages of having it. [[Repetitive Gameplay]] puts focus on a specific type of gameplay and requires players to show a skill in it (if a skill for it exists) as well as lets players train at being good at it. It can however of course also limit how much gameplay there is to master. [Player Balance]] and [[Red Queen Dilemmas]] can require display of [[Gameplay Mastery]] to be important throughout a game instance although they do make skillful gaming in the beginning of a game instance less important. [[High Score Lists]], [[Multiplayer Games]], [[Public Player Statistics]], and [[Spectators]] appeal to players' wishes to show themselves as good players (e.g. showing [[Spectators]] that they can achieve [[Repeat Combos]]). [[Tournaments]] and [[Meta Games]] that allow players to perceive each other's skills can provide the same kind of display of game mastery. [[Asymmetric Abilities]] and [[Varied Gameplay]] can make people have different types of [[Gameplay Mastery]] in a game as well as make [[Gameplay Mastery]] of the game as a whole require many different types of competences. [[Levels]] can accomplish the same thing by having varying types of challenges between [[Levels]] and also through supporting [[Smooth Learning Curves]]. [[Rewards]] is a way for a game to explicitly show that a player has displayed some type of [[Gameplay Mastery]] while handling [[Penalties]] well can be a type of [[Gameplay Mastery]]. [[Illusionary Rewards]] can work like [[Rewards]] in this sense, supporting or motivating players to develop their gameplay, while giving players [[Engrossment]] simply makes players more likely to become better at a game because they are more likely to playing it more. &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;While maybe not allowing for [[Gameplay Mastery]] in themselves, several design features can motivate players more to try and achieve the mastery which is possible. [[Symmetry]] can ensure that [[Gameplay Mastery]] is foregrounded in gameplay rather than luck in starting positions. In contrast, [[Uncertainty of Outcome]] can make [[Gameplay Mastery]] less likely to guarantee winning or dominance in gameplay while still allowing those with [[Gameplay Mastery]] the possibility of displaying it and having advantages of having it. [[Repetitive Gameplay]] puts focus on a specific type of gameplay and requires players to show a skill in it (if a skill for it exists) as well as lets players train at being good at it. It can however of course also limit how much gameplay there is to master. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;[Player Balance]] and [[Red Queen Dilemmas]] can require display of [[Gameplay Mastery]] to be important throughout a game instance although they do make skillful gaming in the beginning of a game instance less important. [[High Score Lists]], [[Multiplayer Games]], [[Public Player Statistics]], and [[Spectators]] appeal to players' wishes to show themselves as good players (e.g. showing [[Spectators]] that they can achieve [[Repeat Combos]]). [[Tournaments]] and [[Meta Games]] that allow players to perceive each other's skills can provide the same kind of display of game mastery. [[Asymmetric Abilities]] and [[Varied Gameplay]] can make people have different types of [[Gameplay Mastery]] in a game as well as make [[Gameplay Mastery]] of the game as a whole require many different types of competences. [[Levels]] can accomplish the same thing by having varying types of challenges between [[Levels]] and also through supporting [[Smooth Learning Curves]]. [[Rewards]] is a way for a game to explicitly show that a player has displayed some type of [[Gameplay Mastery]] while handling [[Penalties]] well can be a type of [[Gameplay Mastery]]. [[Illusionary Rewards]] can work like [[Rewards]] in this sense, supporting or motivating players to develop their gameplay, while giving players [[Engrossment]] simply makes players more likely to become better at a game because they are more likely to playing it more. &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;Several design features in a game can work against [[Gameplay Mastery]]. Many of them do this by limiting the effects of player skills, e.g. [[Auto-Aim]], [[Balancing Effects]], and [[Randomness]] (and thereby [[Luck]]). This category of design features also includes ways of easing player challenges by making the game itself help, e.g. through [[Player Augmentations]], [[Vision Modes]], and [[Player/Character Skill Composites]] when [[Characters]] have [[Character Development]]. [[Purchasable Game Advantages]] also works against [[Gameplay Mastery]] since one player can get the same progress, [[Game Items]], etc. through paying as another can through his or her [[Gameplay Mastery]]. [[Clickability]] removes explorative aspects of gameplay which may work against a certain type of [[Gameplay Mastery]] in a game but can also focus what is the actual skills needed in a game by removing the exploratory aspect. &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;Several design features in a game can work against [[Gameplay Mastery]]. Many of them do this by limiting the effects of player skills, e.g. [[Auto-Aim]], [[Balancing Effects]], and [[Randomness]] (and thereby [[Luck]]). This category of design features also includes ways of easing player challenges by making the game itself help, e.g. through [[Player Augmentations]], [[Vision Modes]], and [[Player/Character Skill Composites]] when [[Characters]] have [[Character Development]]. [[Purchasable Game Advantages]] also works against [[Gameplay Mastery]] since one player can get the same progress, [[Game Items]], etc. through paying as another can through his or her [[Gameplay Mastery]]. [[Clickability]] removes explorative aspects of gameplay which may work against a certain type of [[Gameplay Mastery]] in a game but can also focus what is the actual skills needed in a game by removing the exploratory aspect. &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=Gameplay_Mastery&amp;diff=25251&amp;oldid=prev</id>
		<title>Staffan Björk at 14:38, 15 August 2016</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Gameplay_Mastery&amp;diff=25251&amp;oldid=prev"/>
				<updated>2016-08-15T14:38:35Z</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 14:38, 15 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-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;[[Gameplay Mastery]] also requires that players have sufficiently difficult goals to try and complete. [[Predefined Goals]] naturally provides such goals but only if they are difficult enough to challenge players. On a general level, [[Further Player Improvement Potential]] provides this and games that encourage players to have [[FUBAR Enjoyment]] at least place players in difficult situations. [[Perceivable Margins]] gives players information on how they could have performed better and thereby supports players with improving their potential. Skill-based [[Multiplayer Games]] let players have [[Further Player Improvement Potential]] as long as more skilled players can be found and is for this reason a very common design features that supports the presence of [[Gameplay Mastery]]. [[Smooth Learning Curves]] guide players so they don't start with too difficult challenges but may require players to play through too easy before getting to parts which match their skill levels. [[Difficulty Levels]] in contrast let players set an appropriate level for themselves (potentially with [[AI Players]] of varying difficulties); the danger to this solution being that players can satisfy themselves with being able to complete a game at a certain [[Difficulty Levels|Difficulty Level]] and not push themselves to their full potential. Another danger is that [[Gameplay Mastery]] may make the [[Difficulty Levels]] meaningless since all of them may be too easy for an expert player. [[Achievements]] and the possibility of [[Speedruns]] encourage players to play in ways that typically are more difficult and thereby motivate players to fully develop a [[Gameplay Mastery]] as long as the [[Achievements]] and the challenges of [[Speedruns]] match the gameplay challenges of the game. [[Goal Achievements]] and [[Handicap Achievements]] specifically can modify how players try to reach [[Gameplay Mastery]] by pointing out certain goals or ways a game can be played which makes it harder (the former can for example be based upon showing that one can perform [[Repeat Combos]]). While having [[Experimenting]] as part of gameplay does not necessarily in itself provide skills that allow [[Gameplay Mastery]] but can allow players to try different types of actions and therefore promote players to reach [[Gameplay Mastery]]. &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;[[Gameplay Mastery]] also requires that players have sufficiently difficult goals to try and complete. [[Predefined Goals]] naturally provides such goals but only if they are difficult enough to challenge players. On a general level, [[Further Player Improvement Potential]] provides this and games that encourage players to have [[FUBAR Enjoyment]] at least place players in difficult situations. [[Perceivable Margins]] gives players information on how they could have performed better and thereby supports players with improving their potential. Skill-based [[Multiplayer Games]] let players have [[Further Player Improvement Potential]] as long as more skilled players can be found and is for this reason a very common design features that supports the presence of [[Gameplay Mastery]]. [[Smooth Learning Curves]] guide players so they don't start with too difficult challenges but may require players to play through too easy before getting to parts which match their skill levels. [[Difficulty Levels]] in contrast let players set an appropriate level for themselves (potentially with [[AI Players]] of varying difficulties); the danger to this solution being that players can satisfy themselves with being able to complete a game at a certain [[Difficulty Levels|Difficulty Level]] and not push themselves to their full potential. Another danger is that [[Gameplay Mastery]] may make the [[Difficulty Levels]] meaningless since all of them may be too easy for an expert player. [[Achievements]] and the possibility of [[Speedruns]] encourage players to play in ways that typically are more difficult and thereby motivate players to fully develop a [[Gameplay Mastery]] as long as the [[Achievements]] and the challenges of [[Speedruns]] match the gameplay challenges of the game. [[Goal Achievements]] and [[Handicap Achievements]] specifically can modify how players try to reach [[Gameplay Mastery]] by pointing out certain goals or ways a game can be played which makes it harder (the former can for example be based upon showing that one can perform [[Repeat Combos]]). While having [[Experimenting]] as part of gameplay does not necessarily in itself provide skills that allow [[Gameplay Mastery]] but can allow players to try different types of actions and therefore promote players to reach [[Gameplay Mastery]]. &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;While maybe not allowing for [[Gameplay Mastery]] in themselves, several design features can motivate players more to try and achieve the mastery which is possible. [[Symmetry]] can ensure that [[Gameplay Mastery]] is foregrounded in gameplay rather than luck in starting positions. In contrast, [[Uncertainty of Outcome]] can make [[Gameplay Mastery]] less likely to guarantee winning or dominance in gameplay while still allowing those with [[Gameplay Mastery]] the possibility of displaying it and having advantages of having it. [[Repetitive Gameplay]] puts focus on a specific type of gameplay and requires players to show a skill in it (if a skill for it exists) as well as lets players train at being good at it. [Player Balance]] and [[Red Queen Dilemmas]] can require display of [[Gameplay Mastery]] to be important throughout a game instance although they do make skillful gaming in the beginning of a game instance less important. [[High Score Lists]], [[Multiplayer Games]], [[Public Player Statistics]], and [[Spectators]] appeal to players' wishes to show themselves as good players (e.g. showing [[Spectators]] that they can achieve [[Repeat Combos]]). [[Tournaments]] and [[Meta Games]] that allow players to perceive each other's skills can provide the same kind of display of game mastery. [[Asymmetric Abilities]] and [[Varied Gameplay]] can make people have different types of [[Gameplay Mastery]] in a game as well as make [[Gameplay Mastery]] of the game as a whole require many different types of competences. [[Levels]] can accomplish the same thing by having varying types of challenges between [[Levels]] and also through supporting [[Smooth Learning Curves]]. [[Rewards]] is a way for a game to explicitly show that a player has displayed some type of [[Gameplay Mastery]] while handling [[Penalties]] well can be a type of [[Gameplay Mastery]]. [[Illusionary Rewards]] can work like [[Rewards]] in this sense, supporting or motivating players to develop their gameplay, while giving players [[Engrossment]] simply makes players more likely to become better at a game because they are more likely to playing it more. &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;While maybe not allowing for [[Gameplay Mastery]] in themselves, several design features can motivate players more to try and achieve the mastery which is possible. [[Symmetry]] can ensure that [[Gameplay Mastery]] is foregrounded in gameplay rather than luck in starting positions. In contrast, [[Uncertainty of Outcome]] can make [[Gameplay Mastery]] less likely to guarantee winning or dominance in gameplay while still allowing those with [[Gameplay Mastery]] the possibility of displaying it and having advantages of having it. [[Repetitive Gameplay]] puts focus on a specific type of gameplay and requires players to show a skill in it (if a skill for it exists) as well as lets players train at being good at it&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. It can however of course also limit how much gameplay there is to master&lt;/ins&gt;. [Player Balance]] and [[Red Queen Dilemmas]] can require display of [[Gameplay Mastery]] to be important throughout a game instance although they do make skillful gaming in the beginning of a game instance less important. [[High Score Lists]], [[Multiplayer Games]], [[Public Player Statistics]], and [[Spectators]] appeal to players' wishes to show themselves as good players (e.g. showing [[Spectators]] that they can achieve [[Repeat Combos]]). [[Tournaments]] and [[Meta Games]] that allow players to perceive each other's skills can provide the same kind of display of game mastery. [[Asymmetric Abilities]] and [[Varied Gameplay]] can make people have different types of [[Gameplay Mastery]] in a game as well as make [[Gameplay Mastery]] of the game as a whole require many different types of competences. [[Levels]] can accomplish the same thing by having varying types of challenges between [[Levels]] and also through supporting [[Smooth Learning Curves]]. [[Rewards]] is a way for a game to explicitly show that a player has displayed some type of [[Gameplay Mastery]] while handling [[Penalties]] well can be a type of [[Gameplay Mastery]]. [[Illusionary Rewards]] can work like [[Rewards]] in this sense, supporting or motivating players to develop their gameplay, while giving players [[Engrossment]] simply makes players more likely to become better at a game because they are more likely to playing it more. &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;Several design features in a game can work against [[Gameplay Mastery]]. Many of them do this by limiting the effects of player skills, e.g. [[Auto-Aim]], [[Balancing Effects]], and [[Randomness]] (and thereby [[Luck]]). This category of design features also includes ways of easing player challenges by making the game itself help, e.g. through [[Player Augmentations]], [[Vision Modes]], and [[Player/Character Skill Composites]] when [[Characters]] have [[Character Development]]. [[Purchasable Game Advantages]] also works against [[Gameplay Mastery]] since one player can get the same progress, [[Game Items]], etc. through paying as another can through his or her [[Gameplay Mastery]]. [[Clickability]] removes explorative aspects of gameplay which may work against a certain type of [[Gameplay Mastery]] in a game but can also focus what is the actual skills needed in a game by removing the exploratory aspect. &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;Several design features in a game can work against [[Gameplay Mastery]]. Many of them do this by limiting the effects of player skills, e.g. [[Auto-Aim]], [[Balancing Effects]], and [[Randomness]] (and thereby [[Luck]]). This category of design features also includes ways of easing player challenges by making the game itself help, e.g. through [[Player Augmentations]], [[Vision Modes]], and [[Player/Character Skill Composites]] when [[Characters]] have [[Character Development]]. [[Purchasable Game Advantages]] also works against [[Gameplay Mastery]] since one player can get the same progress, [[Game Items]], etc. through paying as another can through his or her [[Gameplay Mastery]]. [[Clickability]] removes explorative aspects of gameplay which may work against a certain type of [[Gameplay Mastery]] in a game but can also focus what is the actual skills needed in a game by removing the exploratory aspect. &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=Gameplay_Mastery&amp;diff=25233&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=Gameplay_Mastery&amp;diff=25233&amp;oldid=prev"/>
				<updated>2016-08-13T10:54:05Z</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 10:54, 13 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-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;[[Gameplay Mastery]] also requires that players have sufficiently difficult goals to try and complete. [[Predefined Goals]] naturally provides such goals but only if they are difficult enough to challenge players. On a general level, [[Further Player Improvement Potential]] provides this and games that encourage players to have [[FUBAR Enjoyment]] at least place players in difficult situations. [[Perceivable Margins]] gives players information on how they could have performed better and thereby supports players with improving their potential. Skill-based [[Multiplayer Games]] let players have [[Further Player Improvement Potential]] as long as more skilled players can be found and is for this reason a very common design features that supports the presence of [[Gameplay Mastery]]. [[Smooth Learning Curves]] guide players so they don't start with too difficult challenges but may require players to play through too easy before getting to parts which match their skill levels. [[Difficulty Levels]] in contrast let players set an appropriate level for themselves (potentially with [[AI Players]] of varying difficulties); the danger to this solution being that players can satisfy themselves with being able to complete a game at a certain [[Difficulty Levels|Difficulty Level]] and not push themselves to their full potential. Another danger is that [[Gameplay Mastery]] may make the [[Difficulty Levels]] meaningless since all of them may be too easy for an expert player. [[Achievements]] and the possibility of [[Speedruns]] encourage players to play in ways that typically are more difficult and thereby motivate players to fully develop a [[Gameplay Mastery]] as long as the [[Achievements]] and the challenges of [[Speedruns]] match the gameplay challenges of the game. [[Goal Achievements]] and [[Handicap Achievements]] specifically can modify how players try to reach [[Gameplay Mastery]] by pointing out certain goals or ways a game can be played which makes it harder (the former can for example be based upon showing that one can perform [[Repeat Combos]]). While having [[Experimenting]] as part of gameplay does not necessarily in itself provide skills that allow [[Gameplay Mastery]] but can allow players to try different types of actions and therefore promote players to reach [[Gameplay Mastery]]. &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;[[Gameplay Mastery]] also requires that players have sufficiently difficult goals to try and complete. [[Predefined Goals]] naturally provides such goals but only if they are difficult enough to challenge players. On a general level, [[Further Player Improvement Potential]] provides this and games that encourage players to have [[FUBAR Enjoyment]] at least place players in difficult situations. [[Perceivable Margins]] gives players information on how they could have performed better and thereby supports players with improving their potential. Skill-based [[Multiplayer Games]] let players have [[Further Player Improvement Potential]] as long as more skilled players can be found and is for this reason a very common design features that supports the presence of [[Gameplay Mastery]]. [[Smooth Learning Curves]] guide players so they don't start with too difficult challenges but may require players to play through too easy before getting to parts which match their skill levels. [[Difficulty Levels]] in contrast let players set an appropriate level for themselves (potentially with [[AI Players]] of varying difficulties); the danger to this solution being that players can satisfy themselves with being able to complete a game at a certain [[Difficulty Levels|Difficulty Level]] and not push themselves to their full potential. Another danger is that [[Gameplay Mastery]] may make the [[Difficulty Levels]] meaningless since all of them may be too easy for an expert player. [[Achievements]] and the possibility of [[Speedruns]] encourage players to play in ways that typically are more difficult and thereby motivate players to fully develop a [[Gameplay Mastery]] as long as the [[Achievements]] and the challenges of [[Speedruns]] match the gameplay challenges of the game. [[Goal Achievements]] and [[Handicap Achievements]] specifically can modify how players try to reach [[Gameplay Mastery]] by pointing out certain goals or ways a game can be played which makes it harder (the former can for example be based upon showing that one can perform [[Repeat Combos]]). While having [[Experimenting]] as part of gameplay does not necessarily in itself provide skills that allow [[Gameplay Mastery]] but can allow players to try different types of actions and therefore promote players to reach [[Gameplay Mastery]]. &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;While maybe not allowing for [[Gameplay Mastery]] in themselves, several design features can motivate players more to try and achieve the mastery which is possible. [[Symmetry]] can ensure that [[Gameplay Mastery]] is foregrounded in gameplay rather than luck in starting positions. In contrast, [[Uncertainty of Outcome]] can make [[Gameplay Mastery]] less likely to guarantee winning or dominance in gameplay while still allowing those with [[Gameplay Mastery]] the possibility of displaying it and having advantages of having it. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/del&gt;[[Repetitive Gameplay]] puts focus on a specific type of gameplay and requires players to show a skill in it (if a skill for it exists) as well as lets players train at being good at it. [Player Balance]] and [[Red Queen Dilemmas]] can require display of [[Gameplay Mastery]] to be important throughout a game instance although they do make skillful gaming in the beginning of a game instance less important. [[High Score Lists]], [[Multiplayer Games]], [[Public Player Statistics]], and [[Spectators]] appeal to players' wishes to show themselves as good players (e.g. showing [[Spectators]] that they can achieve [[Repeat Combos]]). [[Tournaments]] and [[Meta Games]] that allow players to perceive each other's skills can provide the same kind of display of game mastery. [[Asymmetric Abilities]] and [[Varied Gameplay]] can make people have different types of [[Gameplay Mastery]] in a game as well as make [[Gameplay Mastery]] of the game as a whole require many different types of competences. [[Levels]] can accomplish the same thing by having varying types of challenges between [[Levels]] and also through supporting [[Smooth Learning Curves]]. [[Rewards]] is a way for a game to explicitly show that a player has displayed some type of [[Gameplay Mastery]] while handling [[Penalties]] well can be a type of [[Gameplay Mastery]]. [[Illusionary Rewards]] can work like [[Rewards]] in this sense, supporting or motivating players to develop their gameplay, while giving players [[Engrossment]] simply makes players more likely to become better at a game because they are more likely to playing it more. &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;While maybe not allowing for [[Gameplay Mastery]] in themselves, several design features can motivate players more to try and achieve the mastery which is possible. [[Symmetry]] can ensure that [[Gameplay Mastery]] is foregrounded in gameplay rather than luck in starting positions. In contrast, [[Uncertainty of Outcome]] can make [[Gameplay Mastery]] less likely to guarantee winning or dominance in gameplay while still allowing those with [[Gameplay Mastery]] the possibility of displaying it and having advantages of having it. [[Repetitive Gameplay]] puts focus on a specific type of gameplay and requires players to show a skill in it (if a skill for it exists) as well as lets players train at being good at it. [Player Balance]] and [[Red Queen Dilemmas]] can require display of [[Gameplay Mastery]] to be important throughout a game instance although they do make skillful gaming in the beginning of a game instance less important. [[High Score Lists]], [[Multiplayer Games]], [[Public Player Statistics]], and [[Spectators]] appeal to players' wishes to show themselves as good players (e.g. showing [[Spectators]] that they can achieve [[Repeat Combos]]). [[Tournaments]] and [[Meta Games]] that allow players to perceive each other's skills can provide the same kind of display of game mastery. [[Asymmetric Abilities]] and [[Varied Gameplay]] can make people have different types of [[Gameplay Mastery]] in a game as well as make [[Gameplay Mastery]] of the game as a whole require many different types of competences. [[Levels]] can accomplish the same thing by having varying types of challenges between [[Levels]] and also through supporting [[Smooth Learning Curves]]. [[Rewards]] is a way for a game to explicitly show that a player has displayed some type of [[Gameplay Mastery]] while handling [[Penalties]] well can be a type of [[Gameplay Mastery]]. [[Illusionary Rewards]] can work like [[Rewards]] in this sense, supporting or motivating players to develop their gameplay, while giving players [[Engrossment]] simply makes players more likely to become better at a game because they are more likely to playing it more. &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;Several design features in a game can work against [[Gameplay Mastery]]. Many of them do this by limiting the effects of player skills, e.g. [[Auto-Aim]], [[Balancing Effects]], and [[Randomness]] (and thereby [[Luck]]). This category of design features also includes ways of easing player challenges by making the game itself help, e.g. through [[Player Augmentations]], [[Vision Modes]], and [[Player/Character Skill Composites]] when [[Characters]] have [[Character Development]]. [[Purchasable Game Advantages]] also works against [[Gameplay Mastery]] since one player can get the same progress, [[Game Items]], etc. through paying as another can through his or her [[Gameplay Mastery]]. [[Clickability]] removes explorative aspects of gameplay which may work against a certain type of [[Gameplay Mastery]] in a game but can also focus what is the actual skills needed in a game by removing the exploratory aspect. &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;Several design features in a game can work against [[Gameplay Mastery]]. Many of them do this by limiting the effects of player skills, e.g. [[Auto-Aim]], [[Balancing Effects]], and [[Randomness]] (and thereby [[Luck]]). This category of design features also includes ways of easing player challenges by making the game itself help, e.g. through [[Player Augmentations]], [[Vision Modes]], and [[Player/Character Skill Composites]] when [[Characters]] have [[Character Development]]. [[Purchasable Game Advantages]] also works against [[Gameplay Mastery]] since one player can get the same progress, [[Game Items]], etc. through paying as another can through his or her [[Gameplay Mastery]]. [[Clickability]] removes explorative aspects of gameplay which may work against a certain type of [[Gameplay Mastery]] in a game but can also focus what is the actual skills needed in a game by removing the exploratory aspect. &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=Gameplay_Mastery&amp;diff=25232&amp;oldid=prev</id>
		<title>Staffan Björk at 10:53, 13 August 2016</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Gameplay_Mastery&amp;diff=25232&amp;oldid=prev"/>
				<updated>2016-08-13T10:53:53Z</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 10:53, 13 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-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;[[Gameplay Mastery]] also requires that players have sufficiently difficult goals to try and complete. [[Predefined Goals]] naturally provides such goals but only if they are difficult enough to challenge players. On a general level, [[Further Player Improvement Potential]] provides this and games that encourage players to have [[FUBAR Enjoyment]] at least place players in difficult situations. [[Perceivable Margins]] gives players information on how they could have performed better and thereby supports players with improving their potential. Skill-based [[Multiplayer Games]] let players have [[Further Player Improvement Potential]] as long as more skilled players can be found and is for this reason a very common design features that supports the presence of [[Gameplay Mastery]]. [[Smooth Learning Curves]] guide players so they don't start with too difficult challenges but may require players to play through too easy before getting to parts which match their skill levels. [[Difficulty Levels]] in contrast let players set an appropriate level for themselves (potentially with [[AI Players]] of varying difficulties); the danger to this solution being that players can satisfy themselves with being able to complete a game at a certain [[Difficulty Levels|Difficulty Level]] and not push themselves to their full potential. Another danger is that [[Gameplay Mastery]] may make the [[Difficulty Levels]] meaningless since all of them may be too easy for an expert player. [[Achievements]] and the possibility of [[Speedruns]] encourage players to play in ways that typically are more difficult and thereby motivate players to fully develop a [[Gameplay Mastery]] as long as the [[Achievements]] and the challenges of [[Speedruns]] match the gameplay challenges of the game. [[Goal Achievements]] and [[Handicap Achievements]] specifically can modify how players try to reach [[Gameplay Mastery]] by pointing out certain goals or ways a game can be played which makes it harder (the former can for example be based upon showing that one can perform [[Repeat Combos]]). While having [[Experimenting]] as part of gameplay does not necessarily in itself provide skills that allow [[Gameplay Mastery]] but can allow players to try different types of actions and therefore promote players to reach [[Gameplay Mastery]]. &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;[[Gameplay Mastery]] also requires that players have sufficiently difficult goals to try and complete. [[Predefined Goals]] naturally provides such goals but only if they are difficult enough to challenge players. On a general level, [[Further Player Improvement Potential]] provides this and games that encourage players to have [[FUBAR Enjoyment]] at least place players in difficult situations. [[Perceivable Margins]] gives players information on how they could have performed better and thereby supports players with improving their potential. Skill-based [[Multiplayer Games]] let players have [[Further Player Improvement Potential]] as long as more skilled players can be found and is for this reason a very common design features that supports the presence of [[Gameplay Mastery]]. [[Smooth Learning Curves]] guide players so they don't start with too difficult challenges but may require players to play through too easy before getting to parts which match their skill levels. [[Difficulty Levels]] in contrast let players set an appropriate level for themselves (potentially with [[AI Players]] of varying difficulties); the danger to this solution being that players can satisfy themselves with being able to complete a game at a certain [[Difficulty Levels|Difficulty Level]] and not push themselves to their full potential. Another danger is that [[Gameplay Mastery]] may make the [[Difficulty Levels]] meaningless since all of them may be too easy for an expert player. [[Achievements]] and the possibility of [[Speedruns]] encourage players to play in ways that typically are more difficult and thereby motivate players to fully develop a [[Gameplay Mastery]] as long as the [[Achievements]] and the challenges of [[Speedruns]] match the gameplay challenges of the game. [[Goal Achievements]] and [[Handicap Achievements]] specifically can modify how players try to reach [[Gameplay Mastery]] by pointing out certain goals or ways a game can be played which makes it harder (the former can for example be based upon showing that one can perform [[Repeat Combos]]). While having [[Experimenting]] as part of gameplay does not necessarily in itself provide skills that allow [[Gameplay Mastery]] but can allow players to try different types of actions and therefore promote players to reach [[Gameplay Mastery]]. &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;While maybe not allowing for [[Gameplay Mastery]] in themselves, several design features can motivate players more to try and achieve the mastery which is possible. [[Symmetry]] can ensure that [[Gameplay Mastery]] is foregrounded in gameplay rather than luck in starting positions. In contrast, [[Uncertainty of Outcome]] can make [[Gameplay Mastery]] less likely to guarantee winning or dominance in gameplay while still allowing those with [[Gameplay Mastery]] the possibility of displaying it and having advantages of having it. [[Player Balance]] and [[Red Queen Dilemmas]] can require display of [[Gameplay Mastery]] to be important throughout a game instance although they do make skillful gaming in the beginning of a game instance less important. [[High Score Lists]], [[Multiplayer Games]], [[Public Player Statistics]], and [[Spectators]] appeal to players' wishes to show themselves as good players (e.g. showing [[Spectators]] that they can achieve [[Repeat Combos]]). [[Tournaments]] and [[Meta Games]] that allow players to perceive each other's skills can provide the same kind of display of game mastery. [[Asymmetric Abilities]] and [[Varied Gameplay]] can make people have different types of [[Gameplay Mastery]] in a game as well as make [[Gameplay Mastery]] of the game as a whole require many different types of competences. [[Levels]] can accomplish the same thing by having varying types of challenges between [[Levels]] and also through supporting [[Smooth Learning Curves]]. [[Rewards]] is a way for a game to explicitly show that a player has displayed some type of [[Gameplay Mastery]] while handling [[Penalties]] well can be a type of [[Gameplay Mastery]]. [[Illusionary Rewards]] can work like [[Rewards]] in this sense, supporting or motivating players to develop their gameplay, while giving players [[Engrossment]] simply makes players more likely to become better at a game because they are more likely to playing it more. &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;While maybe not allowing for [[Gameplay Mastery]] in themselves, several design features can motivate players more to try and achieve the mastery which is possible. [[Symmetry]] can ensure that [[Gameplay Mastery]] is foregrounded in gameplay rather than luck in starting positions. In contrast, [[Uncertainty of Outcome]] can make [[Gameplay Mastery]] less likely to guarantee winning or dominance in gameplay while still allowing those with [[Gameplay Mastery]] the possibility of displaying it and having advantages of having it. [&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Repetitive Gameplay]] puts focus on a specific type of gameplay and requires players to show a skill in it (if a skill for it exists) as well as lets players train at being good at it. &lt;/ins&gt;[Player Balance]] and [[Red Queen Dilemmas]] can require display of [[Gameplay Mastery]] to be important throughout a game instance although they do make skillful gaming in the beginning of a game instance less important. [[High Score Lists]], [[Multiplayer Games]], [[Public Player Statistics]], and [[Spectators]] appeal to players' wishes to show themselves as good players (e.g. showing [[Spectators]] that they can achieve [[Repeat Combos]]). [[Tournaments]] and [[Meta Games]] that allow players to perceive each other's skills can provide the same kind of display of game mastery. [[Asymmetric Abilities]] and [[Varied Gameplay]] can make people have different types of [[Gameplay Mastery]] in a game as well as make [[Gameplay Mastery]] of the game as a whole require many different types of competences. [[Levels]] can accomplish the same thing by having varying types of challenges between [[Levels]] and also through supporting [[Smooth Learning Curves]]. [[Rewards]] is a way for a game to explicitly show that a player has displayed some type of [[Gameplay Mastery]] while handling [[Penalties]] well can be a type of [[Gameplay Mastery]]. [[Illusionary Rewards]] can work like [[Rewards]] in this sense, supporting or motivating players to develop their gameplay, while giving players [[Engrossment]] simply makes players more likely to become better at a game because they are more likely to playing it more. &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;Several design features in a game can work against [[Gameplay Mastery]]. Many of them do this by limiting the effects of player skills, e.g. [[Auto-Aim]], [[Balancing Effects]], and [[Randomness]] (and thereby [[Luck]]). This category of design features also includes ways of easing player challenges by making the game itself help, e.g. through [[Player Augmentations]], [[Vision Modes]], and [[Player/Character Skill Composites]] when [[Characters]] have [[Character Development]]. [[Purchasable Game Advantages]] also works against [[Gameplay Mastery]] since one player can get the same progress, [[Game Items]], etc. through paying as another can through his or her [[Gameplay Mastery]]. [[Clickability]] removes explorative aspects of gameplay which may work against a certain type of [[Gameplay Mastery]] in a game but can also focus what is the actual skills needed in a game by removing the exploratory aspect. &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;Several design features in a game can work against [[Gameplay Mastery]]. Many of them do this by limiting the effects of player skills, e.g. [[Auto-Aim]], [[Balancing Effects]], and [[Randomness]] (and thereby [[Luck]]). This category of design features also includes ways of easing player challenges by making the game itself help, e.g. through [[Player Augmentations]], [[Vision Modes]], and [[Player/Character Skill Composites]] when [[Characters]] have [[Character Development]]. [[Purchasable Game Advantages]] also works against [[Gameplay Mastery]] since one player can get the same progress, [[Game Items]], etc. through paying as another can through his or her [[Gameplay Mastery]]. [[Clickability]] removes explorative aspects of gameplay which may work against a certain type of [[Gameplay Mastery]] in a game but can also focus what is the actual skills needed in a game by removing the exploratory aspect. &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-l134&quot; &gt;Line 134:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 134:&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;[[Public Player Statistics]], &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;[[Public Player Statistics]], &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;[[Red Queen Dilemmas]], &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;[[Red Queen Dilemmas]], &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;[[Repetitive 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;div&gt;[[Rewards]], &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;[[Rewards]], &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;[[Spectators]], &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;[[Spectators]], &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=Gameplay_Mastery&amp;diff=25221&amp;oldid=prev</id>
		<title>Staffan Björk at 10:36, 13 August 2016</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Gameplay_Mastery&amp;diff=25221&amp;oldid=prev"/>
				<updated>2016-08-13T10:36:58Z</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 10:36, 13 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-l2&quot; &gt;Line 2:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&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;[[Category:Dynamic Patterns]]&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;[[Category:Dynamic Patterns]]&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;[[Category:Subjective Patterns]]&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;[[Category:Subjective Patterns]]&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 style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Needs work]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&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;[[Category:Needs revision]]&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;[[Category:Needs revision]]&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;[[Category:Needs examples]]&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;[[Category:Needs examples]]&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;[[Category:Needs references]]&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;[[Category:Needs references]]&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 style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Stub]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&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;[[Category:To be Published]]&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;[[Category:To be Published]]&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 style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Staffan's current workpage]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&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;''Mastery of performing actions and reaching goals in a game.''&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;''Mastery of performing actions and reaching goals in a game.''&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 colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l14&quot; &gt;Line 14:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 11:&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;=== Examples ===&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;=== Examples ===&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;[[Chess]] and [[Go]] are classical examples of games in which [[Gameplay Mastery]] consists of knowing sequences of actions, being able to think many steps ahead, and knowing how one's opponent thinks. Being good at [[Guts]], [[Poker]], and [[Texas Hold'em]] also rely on the latter of these but combined with an understanding of the probabilities of possible outcomes together with a skill in bluffing. In contrast, games such as the [[Left 4 Dead series]], [[Street Fighter series]], and [[Quake series]] require fast reactions and good hand-eye coordination; although knowing how one's enemies behave is also important especially in games against other players [[:Category:Multiplayer Online Battle Arena Games|MOBA Games]] such as [[Defense of the Ancients]] and [[League of Legends]] similarly requires both manual dexterity and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;outthinkning &lt;/del&gt;one's opponents. &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;[[Chess]] and [[Go]] are classical examples of games in which [[Gameplay Mastery]] consists of knowing sequences of actions, being able to think many steps ahead, and knowing how one's opponent thinks. Being good at [[Guts]], [[Poker]], and [[Texas Hold'em]] also rely on the latter of these but combined with an understanding of the probabilities of possible outcomes together with a skill in bluffing. In contrast, games such as the [[Left 4 Dead series]], [[Street Fighter series]], and [[Quake series]] require fast reactions and good hand-eye coordination; although knowing how one's enemies behave is also important especially in games against other players [[:Category:Multiplayer Online Battle Arena Games|MOBA Games]] such as [[Defense of the Ancients]] and [[League of Legends]] similarly requires both manual dexterity and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;outthinking &lt;/ins&gt;one's opponents. &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;==== Anti-Examples ====&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;==== Anti-Examples ====&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-l22&quot; &gt;Line 22:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 19:&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;Given that [[Gameplay Mastery]] is mastering the specific gameplay of a game, there are as many ways of supporting [[Gameplay Mastery]] as there are gameplay which involve some type of skill or knowledge. Perhaps the clearest way of offering [[Gameplay Mastery]] is to provide [[Dominant Strategies]] but if this is a viable design solution depends on if a game is a [[Multiplayer Games|Multiplayer Game]] (since its presence will make [[Player Balance]] impossible) and to which extent the game should provide [[Replayability]]. It can also be questionable since knowing the best way to play can lessen players' [[Freedom of Choice]] since there are typically only one or a few choices that are the best. Still on a general level, [[Complex Gameplay]] makes knowing the rules of a game part of reaching [[Gameplay Mastery]] while [[Challenging Gameplay]] guarantees that there is something to train at getting good at (or makes it more difficult to achieve [[Gameplay Mastery]]). However, being able to fully master a game can undo the challenging aspect of the gameplay so the patterns can work against each other, especially if [[Dominant Strategies]] exists.&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;Given that [[Gameplay Mastery]] is mastering the specific gameplay of a game, there are as many ways of supporting [[Gameplay Mastery]] as there are gameplay which involve some type of skill or knowledge. Perhaps the clearest way of offering [[Gameplay Mastery]] is to provide [[Dominant Strategies]] but if this is a viable design solution depends on if a game is a [[Multiplayer Games|Multiplayer Game]] (since its presence will make [[Player Balance]] impossible) and to which extent the game should provide [[Replayability]]. It can also be questionable since knowing the best way to play can lessen players' [[Freedom of Choice]] since there are typically only one or a few choices that are the best. Still on a general level, [[Complex Gameplay]] makes knowing the rules of a game part of reaching [[Gameplay Mastery]] while [[Challenging Gameplay]] guarantees that there is something to train at getting good at (or makes it more difficult to achieve [[Gameplay Mastery]]). However, being able to fully master a game can undo the challenging aspect of the gameplay so the patterns can work against each other, especially if [[Dominant Strategies]] exists.&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;One aspect of [[Gameplay Mastery]] concerns being able to plan what to do in a game. This makes [[Predictable Consequences]], [[Risk/Reward]], [[Stimulated Planning]], [[Strategic Knowledge]], [[Tactical Planning]], and [[Trade-Offs]] ways of allowing [[Gameplay Mastery]] to develop among players. More specific design features that support this are [[Deck Building]], [[Puzzle Solving]], and [[Resource Management]]. While the two latter of these taken place during gameplay, [[Deck Building]] can also occur before gameplay proper begins. Knowing when to do [[Construction/Scoring Phase Shift|Construction/Scoring Phase Shifts]] or [[Speedending]] are specific examples, and players that know this will affect the [[Middlegame]] of games. Planning and creating [[Flip-Flop Events]] is another specific aspect of [[Gameplay Mastery]] which is possible in games with mutable [[Turn Taking]]. Games with [[Construction]] that can be used to create [[Combos]] or lead to [[Emergent Gameplay]] can also allow for [[Gameplay Mastery]]. On a general level, knowing how and when to perform [[Extended Actions]] in games which have them is also a source for [[Gameplay Mastery]]. Another, related, aspect of [[Gameplay Mastery]] is having the information or knowledge needed to perform gameplay actions. Games with [[Paper-Rock-Scissors]] or [[Sidegrades]] require players to keep track of the game state to know when different actions should be made, and having this awareness is a common part of [[Gameplay Mastery]]. Knowing which [[Excluding Goals]] to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;chose &lt;/del&gt;depending on the game situation can also be a sign of [[Gameplay Mastery]] although the mere presence of [[Excluding Goals]] does not guarantee the possibility to have [[Gameplay Mastery]] in a game. Having [[Real World Knowledge Advantages]], e.g. about detailed pertaining to [[Seamful Gameplay]], or keeping track of [[Trans-Game Information]] can allow for [[Gameplay Mastery]] before gameplay begin, while [[Memorizing]] allows it to take place during 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;One aspect of [[Gameplay Mastery]] concerns being able to plan what to do in a game. This makes [[Predictable Consequences]], [[Risk/Reward]], [[Stimulated Planning]], [[Strategic Knowledge]], [[Tactical Planning]], and [[Trade-Offs]] ways of allowing [[Gameplay Mastery]] to develop among players. More specific design features that support this are [[Deck Building]], [[Puzzle Solving]], and [[Resource Management]]. While the two latter of these taken place during gameplay, [[Deck Building]] can also occur before gameplay proper begins. Knowing when to do [[Construction/Scoring Phase Shift|Construction/Scoring Phase Shifts]] or [[Speedending]] are specific examples, and players that know this will affect the [[Middlegame]] of games. Planning and creating [[Flip-Flop Events]] is another specific aspect of [[Gameplay Mastery]] which is possible in games with mutable [[Turn Taking]]. Games with [[Construction]] that can be used to create [[Combos]] or lead to [[Emergent Gameplay]] can also allow for [[Gameplay Mastery]]. On a general level, knowing how and when to perform [[Extended Actions]] in games which have them is also a source for [[Gameplay Mastery]]. Another, related, aspect of [[Gameplay Mastery]] is having the information or knowledge needed to perform gameplay actions. Games with [[Paper-Rock-Scissors]] or [[Sidegrades]] require players to keep track of the game state to know when different actions should be made, and having this awareness is a common part of [[Gameplay Mastery]]. Knowing which [[Excluding Goals]] to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;choose &lt;/ins&gt;depending on the game situation can also be a sign of [[Gameplay Mastery]] although the mere presence of [[Excluding Goals]] does not guarantee the possibility to have [[Gameplay Mastery]] in a game. Having [[Real World Knowledge Advantages]], e.g. about detailed pertaining to [[Seamful Gameplay]], or keeping track of [[Trans-Game Information]] can allow for [[Gameplay Mastery]] before gameplay begin, while [[Memorizing]] allows it to take place during 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;/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;Being able to perform gameplay actions is also often a part of having [[Gameplay Mastery]]. The numerous ways this can be tested include [[Betting]] and [[Bluffing]] (in games such as [[Poker]]), building [[Pre-Customized Decks]], performing [[Dexterity-Based Actions]], [[Enactment]], handling [[Limited Resources]], [[Negotiation]], [[Player Physical Prowess]], [[Rhythm-Based Actions]], [[Social Skills]], [[Storytelling]], [[Timing]], and controlling [[Vehicles]]. More contextual examples include being able to [[Roleplaying|Roleplay]] that one is not the one that performed certain [[Anonymous Actions]] or performing [[Combos]] in games with [[Challenging Gameplay]] or [[Complex Gameplay]]. Slightly more general, avoiding [[Obstacles]] or [[Overcome|Overcoming]] enemies require gameplay actions that performing well signals [[Gameplay Mastery]]. [[Competence Areas]] is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a &lt;/del&gt;overarching way to provide [[Gameplay Mastery]] since any game with [[Competence Areas]] by definition has areas in which players can become proficient. In [[Multiplayer Games]], [[Gameplay Mastery]] can both consist of being able to do [[Collaborative Actions]] and presenting [[Player Unpredictability]] to other players. &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;Being able to perform gameplay actions is also often a part of having [[Gameplay Mastery]]. The numerous ways this can be tested include [[Betting]] and [[Bluffing]] (in games such as [[Poker]]), building [[Pre-Customized Decks]], performing [[Dexterity-Based Actions]], [[Enactment]], handling [[Limited Resources]], [[Negotiation]], [[Player Physical Prowess]], [[Rhythm-Based Actions]], [[Social Skills]], [[Storytelling]], [[Timing]], and controlling [[Vehicles]]. More contextual examples include being able to [[Roleplaying|Roleplay]] that one is not the one that performed certain [[Anonymous Actions]] or performing [[Combos]] in games with [[Challenging Gameplay]] or [[Complex Gameplay]]. Slightly more general, avoiding [[Obstacles]] or [[Overcome|Overcoming]] enemies require gameplay actions that performing well signals [[Gameplay Mastery]]. [[Competence Areas]] is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;an &lt;/ins&gt;overarching way to provide [[Gameplay Mastery]] since any game with [[Competence Areas]] by definition has areas in which players can become proficient. In [[Multiplayer Games]], [[Gameplay Mastery]] can both consist of being able to do [[Collaborative Actions]] and presenting [[Player Unpredictability]] to other players. &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;[[Gameplay Mastery]] also requires that players have sufficiently difficult goals to try and complete. [[Predefined Goals]] naturally provides such goals but only if they are difficult enough to challenge players. On a general level, [[Further Player Improvement Potential]] provides this and games that encourage players to have [[FUBAR Enjoyment]] at least place players in difficult situations. [[Perceivable Margins]] gives players information on how they could have performed better and thereby supports players with improving their potential. Skill-based [[Multiplayer Games]] let players have [[Further Player Improvement Potential]] as long as more skilled players can be found and is for this reason a very common design features that supports the presence of [[Gameplay Mastery]]. [[Smooth Learning Curves]] &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;guides &lt;/del&gt;players so they don't start with too difficult challenges but may require players to play through too easy before getting to parts which match their skill levels. [[Difficulty Levels]] in contrast let players set an appropriate level for themselves (potentially with [[AI Players]] of varying difficulties); the danger to this solution being that players can satisfy themselves with being able to complete a game at a certain [[Difficulty Levels|Difficulty Level]] and not push themselves to their full potential. Another danger is that [[Gameplay Mastery]] may make the [[Difficulty Levels]] meaningless since all of them may be too easy for an expert player. [[Achievements]] and the possibility of [[Speedruns]] encourage players to play in ways that typically are more difficult and thereby motivate players to fully develop a [[Gameplay Mastery]] as long as the [[Achievements]] and the challenges of [[Speedruns]] match the gameplay challenges of the game. [[Goal Achievements]] and [[Handicap Achievements]] specifically can modify how players try to reach [[Gameplay Mastery]] by pointing out certain goals or ways a game can be played which makes it harder (the former can for example be based upon showing that one can perform [[Repeat Combos]]). While having [[Experimenting]] as part of gameplay does not necessarily in itself provide skills that allow [[Gameplay Mastery]] but can allow players to try different types of actions and therefore promote players to reach [[Gameplay Mastery]]. &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;[[Gameplay Mastery]] also requires that players have sufficiently difficult goals to try and complete. [[Predefined Goals]] naturally provides such goals but only if they are difficult enough to challenge players. On a general level, [[Further Player Improvement Potential]] provides this and games that encourage players to have [[FUBAR Enjoyment]] at least place players in difficult situations. [[Perceivable Margins]] gives players information on how they could have performed better and thereby supports players with improving their potential. Skill-based [[Multiplayer Games]] let players have [[Further Player Improvement Potential]] as long as more skilled players can be found and is for this reason a very common design features that supports the presence of [[Gameplay Mastery]]. [[Smooth Learning Curves]] &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;guide &lt;/ins&gt;players so they don't start with too difficult challenges but may require players to play through too easy before getting to parts which match their skill levels. [[Difficulty Levels]] in contrast let players set an appropriate level for themselves (potentially with [[AI Players]] of varying difficulties); the danger to this solution being that players can satisfy themselves with being able to complete a game at a certain [[Difficulty Levels|Difficulty Level]] and not push themselves to their full potential. Another danger is that [[Gameplay Mastery]] may make the [[Difficulty Levels]] meaningless since all of them may be too easy for an expert player. [[Achievements]] and the possibility of [[Speedruns]] encourage players to play in ways that typically are more difficult and thereby motivate players to fully develop a [[Gameplay Mastery]] as long as the [[Achievements]] and the challenges of [[Speedruns]] match the gameplay challenges of the game. [[Goal Achievements]] and [[Handicap Achievements]] specifically can modify how players try to reach [[Gameplay Mastery]] by pointing out certain goals or ways a game can be played which makes it harder (the former can for example be based upon showing that one can perform [[Repeat Combos]]). While having [[Experimenting]] as part of gameplay does not necessarily in itself provide skills that allow [[Gameplay Mastery]] but can allow players to try different types of actions and therefore promote players to reach [[Gameplay Mastery]]. &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;While maybe not allowing for [[Gameplay Mastery]] in themselves, several design features can motivate players more to try and achieve the mastery which is possible. [[Symmetry]] can ensure that [[Gameplay Mastery]] is foregrounded in gameplay rather than luck in starting positions. In contrast, [[Uncertainty of Outcome]] can make [[Gameplay Mastery]] less likely to guarantee winning or dominance in gameplay while still allowing those with [[Gameplay Mastery]] the possibility of displaying it and having advantages of having it. [[Player Balance]] and [[Red Queen Dilemmas]] can require display of [[Gameplay Mastery]] to be important throughout a game instance although they do make skillful gaming in the beginning of a game instance less important. [[High Score Lists]], [[Multiplayer Games]], [[Public Player Statistics]], and [[Spectators]] appeal to players wishes to show themselves as good players (e.g. showing [[Spectators]] that they can achieve [[Repeat Combos]]). [[Tournaments]] and [[Meta Games]] that allow players to perceive each &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;others&lt;/del&gt;' skills can provide the same kind of display of game mastery. [[Asymmetric Abilities]] and [[Varied Gameplay]] can make people have different types of [[Gameplay Mastery]] in a game as well as make [[Gameplay Mastery]] of the game as a whole require many different types of competences. [[Levels]] can accomplish the same thing by having varying types of challenges between [[Levels]] and also through supporting [[Smooth Learning Curves]]. [[Rewards]] is a way for a game to explicitly show that a player has displayed some type of [[Gameplay Mastery]] while handling [[Penalties]] well can be a type of [[Gameplay Mastery]]. [[Illusionary Rewards]] can work like [[Rewards]] in this sense, supporting or motivating players to develop their gameplay, while giving players [[Engrossment]] simply makes players more likely to become better at a game because they are more likely to playing it more. &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;While maybe not allowing for [[Gameplay Mastery]] in themselves, several design features can motivate players more to try and achieve the mastery which is possible. [[Symmetry]] can ensure that [[Gameplay Mastery]] is foregrounded in gameplay rather than luck in starting positions. In contrast, [[Uncertainty of Outcome]] can make [[Gameplay Mastery]] less likely to guarantee winning or dominance in gameplay while still allowing those with [[Gameplay Mastery]] the possibility of displaying it and having advantages of having it. [[Player Balance]] and [[Red Queen Dilemmas]] can require display of [[Gameplay Mastery]] to be important throughout a game instance although they do make skillful gaming in the beginning of a game instance less important. [[High Score Lists]], [[Multiplayer Games]], [[Public Player Statistics]], and [[Spectators]] appeal to players&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;' &lt;/ins&gt;wishes to show themselves as good players (e.g. showing [[Spectators]] that they can achieve [[Repeat Combos]]). [[Tournaments]] and [[Meta Games]] that allow players to perceive each &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;other&lt;/ins&gt;'&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;s &lt;/ins&gt;skills can provide the same kind of display of game mastery. [[Asymmetric Abilities]] and [[Varied Gameplay]] can make people have different types of [[Gameplay Mastery]] in a game as well as make [[Gameplay Mastery]] of the game as a whole require many different types of competences. [[Levels]] can accomplish the same thing by having varying types of challenges between [[Levels]] and also through supporting [[Smooth Learning Curves]]. [[Rewards]] is a way for a game to explicitly show that a player has displayed some type of [[Gameplay Mastery]] while handling [[Penalties]] well can be a type of [[Gameplay Mastery]]. [[Illusionary Rewards]] can work like [[Rewards]] in this sense, supporting or motivating players to develop their gameplay, while giving players [[Engrossment]] simply makes players more likely to become better at a game because they are more likely to playing it more. &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;Several design features in a game can work against [[Gameplay Mastery]]. Many of them do this by limiting the effects of player skills, e.g. [[Auto-Aim]], [[Balancing Effects]], and [[Randomness]] (and thereby [[Luck]]). This category of design features also includes ways of easing player challenges by making the game itself help, e.g. through [[Player Augmentations]], [[Vision Modes]], and [[Player/Character Skill Composites]] when [[Characters]] have [[Character Development]]. [[Purchasable Game Advantages]] also works against [[Gameplay Mastery]] since one player can get the same progress, [[Game Items]], etc. through paying as another can through his or her [[Gameplay Mastery]]. [[Clickability]] removes explorative aspects of gameplay which may work against a certain type of [[Gameplay Mastery]] in a game but can also focus what is the actual skills needed in a game by removing the exploratory aspect. &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;Several design features in a game can work against [[Gameplay Mastery]]. Many of them do this by limiting the effects of player skills, e.g. [[Auto-Aim]], [[Balancing Effects]], and [[Randomness]] (and thereby [[Luck]]). This category of design features also includes ways of easing player challenges by making the game itself help, e.g. through [[Player Augmentations]], [[Vision Modes]], and [[Player/Character Skill Composites]] when [[Characters]] have [[Character Development]]. [[Purchasable Game Advantages]] also works against [[Gameplay Mastery]] since one player can get the same progress, [[Game Items]], etc. through paying as another can through his or her [[Gameplay Mastery]]. [[Clickability]] removes explorative aspects of gameplay which may work against a certain type of [[Gameplay Mastery]] in a game but can also focus what is the actual skills needed in a game by removing the exploratory aspect. &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=Gameplay_Mastery&amp;diff=25220&amp;oldid=prev</id>
		<title>Staffan Björk at 10:34, 13 August 2016</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Gameplay_Mastery&amp;diff=25220&amp;oldid=prev"/>
				<updated>2016-08-13T10:34:24Z</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 10:34, 13 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-l9&quot; &gt;Line 9:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 9:&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;[[Category:To be Published]]&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;[[Category:To be Published]]&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;[[Category:Staffan's current workpage]]&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;[[Category:Staffan's current workpage]]&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;The one-sentence &amp;quot;definition&amp;quot; that should be &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;italics&lt;/del&gt;.''&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;Mastery of performing actions and reaching goals &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a game&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;−&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;This pattern is a still a stub&lt;/del&gt;.&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;Games challenges players in reaching goals and performing gameplay actions. Those games which allow players to become skillful in repeatedly succeeding with these allow players to develop [[Gameplay Mastery]] in them&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;=== Examples ===&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;=== Examples ===&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=Gameplay_Mastery&amp;diff=25219&amp;oldid=prev</id>
		<title>Staffan Björk at 10:32, 13 August 2016</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Gameplay_Mastery&amp;diff=25219&amp;oldid=prev"/>
				<updated>2016-08-13T10:32:03Z</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 10:32, 13 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-l14&quot; &gt;Line 14:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 14:&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;=== Examples ===&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;=== Examples ===&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;[[Chess]] and [[Go]] are classical examples of games in which [[Gameplay Mastery]] consists of knowing sequences of actions, being able to think many steps ahead, and knowing how one's opponent thinks. &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;[[Chess]] and [[Go]] are classical examples of games in which [[Gameplay Mastery]] consists of knowing sequences of actions, being able to think many steps ahead, and knowing how one's opponent thinks. Being good at [[Guts]], [[Poker]], and [[Texas Hold'em]] also rely on the latter of these but combined with an understanding of the probabilities of possible outcomes together with a skill in bluffing. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;In contrast, games such as the &lt;/ins&gt;[[Left 4 Dead series]]&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;[[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Street Fighter series&lt;/ins&gt;]]&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, and &lt;/ins&gt;[[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Quake &lt;/ins&gt;series]] &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;require fast reactions and good hand-eye coordination; although knowing how one's enemies behave is also important especially in games against other players &lt;/ins&gt;[[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;:Category:Multiplayer Online Battle Arena Games|MOBA Games&lt;/ins&gt;]] &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;such as &lt;/ins&gt;[[Defense of the Ancients]] &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and [[League of Legends]] similarly requires both manual dexterity and outthinkning one's opponents. &lt;/ins&gt;&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;&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;/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;Being good at [[Guts]], [[Poker]], and [[Texas Hold'em]] also rely on the latter of these but combined with an understanding of the probabilities of possible outcomes together with a skill in bluffing. &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;/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;&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;/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;[[Left 4 Dead series]]&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;/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;&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;/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;Quake&lt;/del&gt;]]&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;/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;&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;/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;&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;/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;&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;/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;Street Fighter &lt;/del&gt;series]]&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;/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;&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;/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;League of Legends&lt;/del&gt;]]&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;/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;[[Defense of the Ancients]]&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;/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;&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;/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;==== Anti-Examples ====&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;==== Anti-Examples ====&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-l38&quot; &gt;Line 38:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 24:&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;One aspect of [[Gameplay Mastery]] concerns being able to plan what to do in a game. This makes [[Predictable Consequences]], [[Risk/Reward]], [[Stimulated Planning]], [[Strategic Knowledge]], [[Tactical Planning]], and [[Trade-Offs]] ways of allowing [[Gameplay Mastery]] to develop among players. More specific design features that support this are [[Deck Building]], [[Puzzle Solving]], and [[Resource Management]]. While the two latter of these taken place during gameplay, [[Deck Building]] can also occur before gameplay proper begins. Knowing when to do [[Construction/Scoring Phase Shift|Construction/Scoring Phase Shifts]] or [[Speedending]] are specific examples, and players that know this will affect the [[Middlegame]] of games. Planning and creating [[Flip-Flop Events]] is another specific aspect of [[Gameplay Mastery]] which is possible in games with mutable [[Turn Taking]]. Games with [[Construction]] that can be used to create [[Combos]] or lead to [[Emergent Gameplay]] can also allow for [[Gameplay Mastery]]. On a general level, knowing how and when to perform [[Extended Actions]] in games which have them is also a source for [[Gameplay Mastery]]. Another, related, aspect of [[Gameplay Mastery]] is having the information or knowledge needed to perform gameplay actions. Games with [[Paper-Rock-Scissors]] or [[Sidegrades]] require players to keep track of the game state to know when different actions should be made, and having this awareness is a common part of [[Gameplay Mastery]]. Knowing which [[Excluding Goals]] to chose depending on the game situation can also be a sign of [[Gameplay Mastery]] although the mere presence of [[Excluding Goals]] does not guarantee the possibility to have [[Gameplay Mastery]] in a game. Having [[Real World Knowledge Advantages]], e.g. about detailed pertaining to [[Seamful Gameplay]], or keeping track of [[Trans-Game Information]] can allow for [[Gameplay Mastery]] before gameplay begin, while [[Memorizing]] allows it to take place during gameplay. &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;One aspect of [[Gameplay Mastery]] concerns being able to plan what to do in a game. This makes [[Predictable Consequences]], [[Risk/Reward]], [[Stimulated Planning]], [[Strategic Knowledge]], [[Tactical Planning]], and [[Trade-Offs]] ways of allowing [[Gameplay Mastery]] to develop among players. More specific design features that support this are [[Deck Building]], [[Puzzle Solving]], and [[Resource Management]]. While the two latter of these taken place during gameplay, [[Deck Building]] can also occur before gameplay proper begins. Knowing when to do [[Construction/Scoring Phase Shift|Construction/Scoring Phase Shifts]] or [[Speedending]] are specific examples, and players that know this will affect the [[Middlegame]] of games. Planning and creating [[Flip-Flop Events]] is another specific aspect of [[Gameplay Mastery]] which is possible in games with mutable [[Turn Taking]]. Games with [[Construction]] that can be used to create [[Combos]] or lead to [[Emergent Gameplay]] can also allow for [[Gameplay Mastery]]. On a general level, knowing how and when to perform [[Extended Actions]] in games which have them is also a source for [[Gameplay Mastery]]. Another, related, aspect of [[Gameplay Mastery]] is having the information or knowledge needed to perform gameplay actions. Games with [[Paper-Rock-Scissors]] or [[Sidegrades]] require players to keep track of the game state to know when different actions should be made, and having this awareness is a common part of [[Gameplay Mastery]]. Knowing which [[Excluding Goals]] to chose depending on the game situation can also be a sign of [[Gameplay Mastery]] although the mere presence of [[Excluding Goals]] does not guarantee the possibility to have [[Gameplay Mastery]] in a game. Having [[Real World Knowledge Advantages]], e.g. about detailed pertaining to [[Seamful Gameplay]], or keeping track of [[Trans-Game Information]] can allow for [[Gameplay Mastery]] before gameplay begin, while [[Memorizing]] allows it to take place during 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;/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;Being able to perform gameplay actions is also often a part of having [[Gameplay Mastery]]. The numerous ways this can be tested include [[Betting]], building [[Pre-Customized Decks]], [[Dexterity-Based Actions]], [[Enactment]], handling [[Limited Resources]], [[Negotiation]], [[Player Physical Prowess]], [[Rhythm-Based Actions]], [[Social Skills]], [[Storytelling]], [[Timing]], and controlling [[Vehicles]]. More contextual examples include being able to [[Roleplaying|Roleplay]] that one is not the one that performed certain [[Anonymous Actions]] or performing [[Combos]] in games with [[Challenging Gameplay]] or [[Complex Gameplay]]. Slightly more general, avoiding [[Obstacles]] or [[Overcome|Overcoming]] enemies require gameplay actions that performing well signals [[Gameplay Mastery]]. [[Competence Areas]] is a overarching way to provide [[Gameplay Mastery]] since any game with [[Competence Areas]] by definition has areas in which players can become proficient. In [[Multiplayer Games]], [[Gameplay Mastery]] can both consist of being able to do [[Collaborative Actions]] and presenting [[Player Unpredictability]] to other players. &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;Being able to perform gameplay actions is also often a part of having [[Gameplay Mastery]]. The numerous ways this can be tested include [[Betting]] &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and [[Bluffing]] (in games such as [[Poker]])&lt;/ins&gt;, building [[Pre-Customized Decks]], &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;performing &lt;/ins&gt;[[Dexterity-Based Actions]], [[Enactment]], handling [[Limited Resources]], [[Negotiation]], [[Player Physical Prowess]], [[Rhythm-Based Actions]], [[Social Skills]], [[Storytelling]], [[Timing]], and controlling [[Vehicles]]. More contextual examples include being able to [[Roleplaying|Roleplay]] that one is not the one that performed certain [[Anonymous Actions]] or performing [[Combos]] in games with [[Challenging Gameplay]] or [[Complex Gameplay]]. Slightly more general, avoiding [[Obstacles]] or [[Overcome|Overcoming]] enemies require gameplay actions that performing well signals [[Gameplay Mastery]]. [[Competence Areas]] is a overarching way to provide [[Gameplay Mastery]] since any game with [[Competence Areas]] by definition has areas in which players can become proficient. In [[Multiplayer Games]], [[Gameplay Mastery]] can both consist of being able to do [[Collaborative Actions]] and presenting [[Player Unpredictability]] to other players. &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;[[Gameplay Mastery]] also requires that players have sufficiently difficult goals to try and complete. [[Predefined Goals]] naturally provides such goals but only if they are difficult enough to challenge players. On a general level, [[Further Player Improvement Potential]] provides this and games that encourage players to have [[FUBAR Enjoyment]] at least place players in difficult situations. [[Perceivable Margins]] gives players information on how they could have performed better and thereby supports players with improving their potential. Skill-based [[Multiplayer Games]] let players have [[Further Player Improvement Potential]] as long as more skilled players can be found and is for this reason a very common design features that supports the presence of [[Gameplay Mastery]]. [[Smooth Learning Curves]] guides players so they don't start with too difficult challenges but may require players to play through too easy before getting to parts which match their skill levels. [[Difficulty Levels]] in contrast let players set an appropriate level for themselves (potentially with [[AI Players]] of varying difficulties); the danger to this solution being that players can satisfy themselves with being able to complete a game at a certain [[Difficulty Levels|Difficulty Level]] and not push themselves to their full potential. Another danger is that [[Gameplay Mastery]] may make the [[Difficulty Levels]] meaningless since all of them may be too easy for an expert player. [[Achievements]] and the possibility of [[Speedruns]] encourage players to play in ways that typically are more difficult and thereby motivate players to fully develop a [[Gameplay Mastery]] as long as the [[Achievements]] and the challenges of [[Speedruns]] match the gameplay challenges of the game. [[Goal Achievements]] and [[Handicap Achievements]] specifically can modify how players try to reach [[Gameplay Mastery]] by pointing out certain goals or ways a game can be played which makes it harder (the former can for example be based upon showing that one can perform [[Repeat Combos]]). While having [[Experimenting]] as part of gameplay does not necessarily in itself provide skills that allow [[Gameplay Mastery]] but can allow players to try different types of actions and therefore promote players to reach [[Gameplay Mastery]]. &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;[[Gameplay Mastery]] also requires that players have sufficiently difficult goals to try and complete. [[Predefined Goals]] naturally provides such goals but only if they are difficult enough to challenge players. On a general level, [[Further Player Improvement Potential]] provides this and games that encourage players to have [[FUBAR Enjoyment]] at least place players in difficult situations. [[Perceivable Margins]] gives players information on how they could have performed better and thereby supports players with improving their potential. Skill-based [[Multiplayer Games]] let players have [[Further Player Improvement Potential]] as long as more skilled players can be found and is for this reason a very common design features that supports the presence of [[Gameplay Mastery]]. [[Smooth Learning Curves]] guides players so they don't start with too difficult challenges but may require players to play through too easy before getting to parts which match their skill levels. [[Difficulty Levels]] in contrast let players set an appropriate level for themselves (potentially with [[AI Players]] of varying difficulties); the danger to this solution being that players can satisfy themselves with being able to complete a game at a certain [[Difficulty Levels|Difficulty Level]] and not push themselves to their full potential. Another danger is that [[Gameplay Mastery]] may make the [[Difficulty Levels]] meaningless since all of them may be too easy for an expert player. [[Achievements]] and the possibility of [[Speedruns]] encourage players to play in ways that typically are more difficult and thereby motivate players to fully develop a [[Gameplay Mastery]] as long as the [[Achievements]] and the challenges of [[Speedruns]] match the gameplay challenges of the game. [[Goal Achievements]] and [[Handicap Achievements]] specifically can modify how players try to reach [[Gameplay Mastery]] by pointing out certain goals or ways a game can be played which makes it harder (the former can for example be based upon showing that one can perform [[Repeat Combos]]). While having [[Experimenting]] as part of gameplay does not necessarily in itself provide skills that allow [[Gameplay Mastery]] but can allow players to try different types of actions and therefore promote players to reach [[Gameplay Mastery]]. &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-l78&quot; &gt;Line 78:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 64:&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;[[Achievements]], &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;[[Achievements]], &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;[[Betting]], &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;[[Betting]], &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;[[Bluffing]], &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;[[Challenging Gameplay]], &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;[[Challenging 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;[[Competence Areas]], &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;[[Competence Areas]], &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=Gameplay_Mastery&amp;diff=25218&amp;oldid=prev</id>
		<title>Staffan Björk: /* Examples */</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Gameplay_Mastery&amp;diff=25218&amp;oldid=prev"/>
				<updated>2016-08-13T10:27:38Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Examples&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
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				&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 10:27, 13 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-l14&quot; &gt;Line 14:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 14:&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;=== Examples ===&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;=== Examples ===&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;[[Chess]] and [[Go]] are classical examples of games in which [[Gameplay Mastery]] consists of knowing sequences of actions, being able to think many steps ahead, and knowing how one's opponent thinks. &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 style=&quot;font-weight: bold; text-decoration: none;&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 style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Being good at [[Guts]], [[Poker]], and [[Texas Hold'em]] also rely on the latter of these but combined with an understanding of the probabilities of possible outcomes together with a skill in bluffing. &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 style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&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;[[Left 4 Dead series]]&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;[[Left 4 Dead series]]&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;[[Quake]]&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;[[Quake]]&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;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Chess]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&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 style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Go]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&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;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Poker]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&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 style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Texas Hold'em]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&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;[[Street Fighter series]]&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;[[Street Fighter series]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	</feed>