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		<id>http://virt10.itu.chalmers.se/index.php?action=history&amp;feed=atom&amp;title=Left_4_Dead_series</id>
		<title>Left 4 Dead series - Revision history</title>
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		<updated>2026-05-07T07:23:24Z</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=Left_4_Dead_series&amp;diff=27267&amp;oldid=prev</id>
		<title>Staffan Björk at 10:03, 13 May 2022</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Left_4_Dead_series&amp;diff=27267&amp;oldid=prev"/>
				<updated>2022-05-13T10:03:15Z</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;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 10:03, 13 May 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l20&quot; &gt;Line 20:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 20:&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 ==&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 ==&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;[[Cooperation]] is a fundamental gameplay mechanism in this [[Real-Time Games|Real-Time]] [[First-Person Views|First Person View]] series.&amp;#160; For most types of game modes, players belong to a [[Teams|Team]] that share the [[Mutual Goals|Mutual Goal]] to [[Survive]] attacks by the infected while [[Traverse|Traversing]] the [[Levels]] of the game. Given that players have [[Limited Resources]] and that the infected [[Enemies]] continuously spawn the [[Traverse]] goal has aspects of being a [[Races|Race]]. Players can affect the number of [[Enemies]] encountered and [[Resources]] found through selecting the preferred level of the four [[Difficulty Levels]] (easy, normal, advanced, expert). The exceptions to the [[Traverse]] goal are the [[#Survival Mode|Survival Mode]] which replaces it with a [[Time Limits|Time Limit]] goal and the [[#Versus Mode|Versus Mode]] when players having the role of special infected have the [[Preventing Goals|Preventing Goal]] of hindering those playing uninfected humans. The game [[Levels]] are arranged into groups that define several different [[Campaigns]], giving the games [[Predetermined Story Structures]] (in [[Left 4 Dead 2|L4D2]] these [[Campaigns]] are also diegetically linked). One of the [[Campaigns]] in [[Left 4 Dead 2|L4D2]], Hard Rain, is uses [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Delivery&lt;/del&gt;]] as a deigetic theme but does not affect gameplay other than that the [[Levels]] are [[Backtracking Levels]]. All game modes except [[#Survival Mode|Survival Mode]] follow the campaign structures of the [[Levels]] although the [[#Versus Mode|Versus Mode]] runs each game level twice before proceeding to the next [[Levels|Level]] so that both [[Teams]] can play both as humans and as special infected. Completing a [[Campaigns|campaign]] gives one of the [[Achievements]] in the games and there are additional [[Handicap Achievements]] for completing the [[Campaigns]] at the most difficult level (and one additional one for completing it in [[#Realism Mode|Realism Mode]] for [[Left 4 Dead 2|L4D2]]).&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;[[Cooperation]] is a fundamental gameplay mechanism in this [[Real-Time Games|Real-Time]] [[First-Person Views|First Person View]] series.&amp;#160; For most types of game modes, players belong to a [[Teams|Team]] that share the [[Mutual Goals|Mutual Goal]] to [[Survive]] attacks by the infected while [[Traverse|Traversing]] the [[Levels]] of the game. Given that players have [[Limited Resources]] and that the infected [[Enemies]] continuously spawn the [[Traverse]] goal has aspects of being a [[Races|Race]]. Players can affect the number of [[Enemies]] encountered and [[Resources]] found through selecting the preferred level of the four [[Difficulty Levels]] (easy, normal, advanced, expert). The exceptions to the [[Traverse]] goal are the [[#Survival Mode|Survival Mode]] which replaces it with a [[Time Limits|Time Limit]] goal and the [[#Versus Mode|Versus Mode]] when players having the role of special infected have the [[Preventing Goals|Preventing Goal]] of hindering those playing uninfected humans. The game [[Levels]] are arranged into groups that define several different [[Campaigns]], giving the games [[Predetermined Story Structures]] (in [[Left 4 Dead 2|L4D2]] these [[Campaigns]] are also diegetically linked). One of the [[Campaigns]] in [[Left 4 Dead 2|L4D2]], Hard Rain, is uses [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Deliver&lt;/ins&gt;]] as a deigetic theme but does not affect gameplay other than that the [[Levels]] are [[Backtracking Levels]]. All game modes except [[#Survival Mode|Survival Mode]] follow the campaign structures of the [[Levels]] although the [[#Versus Mode|Versus Mode]] runs each game level twice before proceeding to the next [[Levels|Level]] so that both [[Teams]] can play both as humans and as special infected. Completing a [[Campaigns|campaign]] gives one of the [[Achievements]] in the games and there are additional [[Handicap Achievements]] for completing the [[Campaigns]] at the most difficult level (and one additional one for completing it in [[#Realism Mode|Realism Mode]] for [[Left 4 Dead 2|L4D2]]).&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;=== Player Roles and Enemies ===&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;=== Player Roles and Enemies ===&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 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;div&gt;All the medical equipment are single use [[Limited Resources]]. First-aid kits allow [[Avatars]] to heal themselves or others back to near full health while Pain Pills (and Adrenaline Shots from [[Left 4 Dead 2|L4D2]]) give temporary health benefits (performance benefits for the adrenaline shots). [[Left 4 Dead 2|L4D2]] adds the possibility of other players reviving dead [[Avatars]] if they have defibrillators but people that have fallen out ledge are dead until the start of the next level. [[Left 4 Dead 2|L4D2]] adds tangible [[Shared Rewards]] through cases with laser sights or special ammunition (explosive or incendiary) that can be handed out to all players. Weapons and medical equipment are separated into different groups (primary weapons, secondary weapons, grenades, primary healing slot, secondary healing slot) which functions as [[Tools]] with [[Equipment Slots]] for each group since picking one up drops what is currently carried in that category. Some of these (pills and adrenaline shots) are [[Transferable Items]] since they can be given to others, and the others can indirectly be these since one player can pick up something just to drop what is being held so that someone else can pick up that dropped item. Although there rarely is any reason not to pick up all possible items, the Hard Rain campaign turns picking things up into a [[Risk/Reward]] situation since the item taken early in the campaign might have been more useful later when returning through the same area.&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;All the medical equipment are single use [[Limited Resources]]. First-aid kits allow [[Avatars]] to heal themselves or others back to near full health while Pain Pills (and Adrenaline Shots from [[Left 4 Dead 2|L4D2]]) give temporary health benefits (performance benefits for the adrenaline shots). [[Left 4 Dead 2|L4D2]] adds the possibility of other players reviving dead [[Avatars]] if they have defibrillators but people that have fallen out ledge are dead until the start of the next level. [[Left 4 Dead 2|L4D2]] adds tangible [[Shared Rewards]] through cases with laser sights or special ammunition (explosive or incendiary) that can be handed out to all players. Weapons and medical equipment are separated into different groups (primary weapons, secondary weapons, grenades, primary healing slot, secondary healing slot) which functions as [[Tools]] with [[Equipment Slots]] for each group since picking one up drops what is currently carried in that category. Some of these (pills and adrenaline shots) are [[Transferable Items]] since they can be given to others, and the others can indirectly be these since one player can pick up something just to drop what is being held so that someone else can pick up that dropped item. Although there rarely is any reason not to pick up all possible items, the Hard Rain campaign turns picking things up into a [[Risk/Reward]] situation since the item taken early in the campaign might have been more useful later when returning through the same area.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The games contains some additional [[Pick-Ups]] besides weapons, ammunition and medical equipment. Gas cans, propane tanks (and for [[Left 4 Dead 2|L4D2]] fireworks) function somewhat like grenades in that they can be pick up and thrown, but must be shot to explode or start burning. The gas cans are used in the finale of the Dead Center campaign of [[Left 4 Dead 2|L4D2]] as [[Delivery]] items and players can in this case fail the goal if they are set on fire. A six pack of Cola is a unique [[Delivery]] item in the Dead Center campaign of [[Left 4 Dead 2|L4D2]] while the Gnome Chompski is an item in the Dark Carnival campaign of the same game which gives an [[Handicap Achievements|Handicap Achievement]] if carrying to the end of the campaign. Carrying any of these [[Pick-Ups]] do however make it impossible to use other weapons leading to [[Risk/Reward]] situation, and in the case of the Gnome Chompski making the gameplay more difficult.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The games contains some additional [[Pick-Ups]] besides weapons, ammunition and medical equipment. Gas cans, propane tanks (and for [[Left 4 Dead 2|L4D2]] fireworks) function somewhat like grenades in that they can be pick up and thrown, but must be shot to explode or start burning. The gas cans are used in the finale of the Dead Center campaign of [[Left 4 Dead 2|L4D2]] as [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Deliver|&lt;/ins&gt;Delivery]] items and players can in this case fail the goal if they are set on fire. A six pack of Cola is a unique [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Deliver|&lt;/ins&gt;Delivery]] item in the Dead Center campaign of [[Left 4 Dead 2|L4D2]] while the Gnome Chompski is an item in the Dark Carnival campaign of the same game which gives an [[Handicap Achievements|Handicap Achievement]] if carrying to the end of the campaign. Carrying any of these [[Pick-Ups]] do however make it impossible to use other weapons leading to [[Risk/Reward]] situation, and in the case of the Gnome Chompski making the gameplay more difficult.&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;Besides [[Traces]] players can encounter [[Traps]], [[Alarms]], [[Switches]], [[Safe Havens]], and [[Location-Fixed Abilities]] in the [[Levels]]. The [[Traps]] are in the form of cars with still-functioning [[Alarms]] that attract horde of infected if disturbed, although the Witch and Boomer [[Boss Monsters]] can be seen as a type of [[Traps|Trap]] as well. Various types of machinery (e.g. generators and lifts) function as [[Switches]] that need to be activated to allow progress but these also alert hordes of infected and thereby also act as [[Alarms]]. These [[Switches]] tends to be [[Ultra-Powerful Events]] in that they cannot be interrupted when started. In [[Left 4 Dead|L4D]] the [[Alarms]] stop eventually while [[Left 4 Dead 2|L4D2]] introduces some [[Levels]] where [[Alarms]] can continue until the players are progressed until a certain point (e.g. the safe room) or have be deactivated. The safe rooms that represent the begin and end of many [[Levels]] also double as [[Safe Havens]] where [[Avatars]] can safely restock and shoot out at infected as long as the doors are closed. The exception to this is that Tanks can break down the doors. Mounted miniguns and machine guns are located on some [[Levels]] and are examples of diegetic elements that provide [[Location-Fixed Abilities]].&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;Besides [[Traces]] players can encounter [[Traps]], [[Alarms]], [[Switches]], [[Safe Havens]], and [[Location-Fixed Abilities]] in the [[Levels]]. The [[Traps]] are in the form of cars with still-functioning [[Alarms]] that attract horde of infected if disturbed, although the Witch and Boomer [[Boss Monsters]] can be seen as a type of [[Traps|Trap]] as well. Various types of machinery (e.g. generators and lifts) function as [[Switches]] that need to be activated to allow progress but these also alert hordes of infected and thereby also act as [[Alarms]]. These [[Switches]] tends to be [[Ultra-Powerful Events]] in that they cannot be interrupted when started. In [[Left 4 Dead|L4D]] the [[Alarms]] stop eventually while [[Left 4 Dead 2|L4D2]] introduces some [[Levels]] where [[Alarms]] can continue until the players are progressed until a certain point (e.g. the safe room) or have be deactivated. The safe rooms that represent the begin and end of many [[Levels]] also double as [[Safe Havens]] where [[Avatars]] can safely restock and shoot out at infected as long as the doors are closed. The exception to this is that Tanks can break down the doors. Mounted miniguns and machine guns are located on some [[Levels]] and are examples of diegetic elements that provide [[Location-Fixed Abilities]].&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-l71&quot; &gt;Line 71:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 71:&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;=== Scavenge Mode ===&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;=== Scavenge Mode ===&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;The scrounge mode is basically a [[Time Limits|Time Limited]] version of the [[#Versus Mode|Versus Mode]] where the non-infected team as the [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Delivery&lt;/del&gt;]] goal of finding up to 16 gas tanks and refueling a vehicle instead of [[Traverse|Traversing]] a level. The [[Scores|Score]] is simply the number of gas tanks delivered.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The scrounge mode is basically a [[Time Limits|Time Limited]] version of the [[#Versus Mode|Versus Mode]] where the non-infected team as the [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Deliver&lt;/ins&gt;]] goal of finding up to 16 gas tanks and refueling a vehicle instead of [[Traverse|Traversing]] a level. The [[Scores|Score]] is simply the number of gas tanks delivered.&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;=== Survival Mode ===&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;=== Survival Mode ===&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=Left_4_Dead_series&amp;diff=23217&amp;oldid=prev</id>
		<title>Staffan Björk at 07:48, 8 August 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Left_4_Dead_series&amp;diff=23217&amp;oldid=prev"/>
				<updated>2015-08-08T07:48:24Z</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;
				&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 07:48, 8 August 2015&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-l51&quot; &gt;Line 51:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 51:&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;However, the [[Cooperation]] is not forced on the players since they do not have to help each other or fulfill the implied [[Delayed Reciprocity]]. Besides making players have [[Uncommitted Alliances]] in this way, the series allow [[Betrayal]] in that players can opt to run to the [[Safe Havens]] of safe rooms or the escape vehicles while leaving the other players to their fate. Completing [[Levels]] alone only penalizes the other players through loss of equipment but [[Betrayal]] at the end of [[Campaigns]] are more severe since only players alive get the [[Achievements]] associated with it. Countering this are the [[Community Functionality]] of the Steam platform which the games uses that allows players to invite each other to games and have text and voice chats. Further, the [[Game Lobbies]] in the games helps players synchronize their play sessions by setting up games that only their friends can join initially. In-game support for [[Voting]] can can be used to moderated gameplay with strangers , including kicking other players, but can also be used to set [[Challenging Gameplay]] through [[Player Decided Rule Setup]]. These features combined with the design choices regarding [[Cooperation]] and [[Common Experiences]] promote players to have [[Identification]] with the group as well as the individual [[Avatars]] as thus have feelings of [[Group Belonging]] and [[Team Accomplishments]] among the players when [[Mutual Goals]] are reached, or at least seen to be striven towards together. However, when the group fails it is easy that one or more members become [[Scapegoats]] for the group failure.&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;However, the [[Cooperation]] is not forced on the players since they do not have to help each other or fulfill the implied [[Delayed Reciprocity]]. Besides making players have [[Uncommitted Alliances]] in this way, the series allow [[Betrayal]] in that players can opt to run to the [[Safe Havens]] of safe rooms or the escape vehicles while leaving the other players to their fate. Completing [[Levels]] alone only penalizes the other players through loss of equipment but [[Betrayal]] at the end of [[Campaigns]] are more severe since only players alive get the [[Achievements]] associated with it. Countering this are the [[Community Functionality]] of the Steam platform which the games uses that allows players to invite each other to games and have text and voice chats. Further, the [[Game Lobbies]] in the games helps players synchronize their play sessions by setting up games that only their friends can join initially. In-game support for [[Voting]] can can be used to moderated gameplay with strangers , including kicking other players, but can also be used to set [[Challenging Gameplay]] through [[Player Decided Rule Setup]]. These features combined with the design choices regarding [[Cooperation]] and [[Common Experiences]] promote players to have [[Identification]] with the group as well as the individual [[Avatars]] as thus have feelings of [[Group Belonging]] and [[Team Accomplishments]] among the players when [[Mutual Goals]] are reached, or at least seen to be striven towards together. However, when the group fails it is easy that one or more members become [[Scapegoats]] for the group failure.&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;[[Challenging Gameplay]] in the game is primarily controlled through [[Difficulty Levels]], which in [[Left 4 Dead 2|L4D2]] can be modified by playing in the [[#Realism Mode|Realism Mode]]. Besides offering these difficult settings, the games rely heavily on [[Achievements]] to provide [[Replayability]] of the levels and campaigns. Some of the [[Achievements]] are simply gained by completing the campaigns, others one can gain more or else through [[Grinding]] (i.e. they are [[Grind Achievements]]) since they are based upon achieving an event a certain number of times (e.g. killing zombies with machine guns or honking the noses of infected clowns), and others through actions that require [[Timing]] or [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Game &lt;/del&gt;Mastery]] (e.g. throwing Molotov cocktails on a special type of zombie or killing Witches in a single shot), and yet others which make gameplay more difficult for the other players. The last category consists both of voluntarily limiting oneself to using less effective weapons and of goals such as carrying garden gnomes extensive distances (in [[Left 4 Dead 2|L4D2]]. Although some of the [[Achievements]] can be seen as [[Optional Goals]], these and the goals of completing levels and campaigns might effectively become [[Incompatible Goals]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Challenging Gameplay]] in the game is primarily controlled through [[Difficulty Levels]], which in [[Left 4 Dead 2|L4D2]] can be modified by playing in the [[#Realism Mode|Realism Mode]]. Besides offering these difficult settings, the games rely heavily on [[Achievements]] to provide [[Replayability]] of the levels and campaigns. Some of the [[Achievements]] are simply gained by completing the campaigns, others one can gain more or else through [[Grinding]] (i.e. they are [[Grind Achievements]]) since they are based upon achieving an event a certain number of times (e.g. killing zombies with machine guns or honking the noses of infected clowns), and others through actions that require [[Timing]] or [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Gameplay &lt;/ins&gt;Mastery]] (e.g. throwing Molotov cocktails on a special type of zombie or killing Witches in a single shot), and yet others which make gameplay more difficult for the other players. The last category consists both of voluntarily limiting oneself to using less effective weapons and of goals such as carrying garden gnomes extensive distances (in [[Left 4 Dead 2|L4D2]]. Although some of the [[Achievements]] can be seen as [[Optional Goals]], these and the goals of completing levels and campaigns might effectively become [[Incompatible Goals]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Game Modes ==&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;== Game Modes ==&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=Left_4_Dead_series&amp;diff=22176&amp;oldid=prev</id>
		<title>Staffan Björk at 08:00, 27 July 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Left_4_Dead_series&amp;diff=22176&amp;oldid=prev"/>
				<updated>2015-07-27T08:00:49Z</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 08:00, 27 July 2015&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-l58&quot; &gt;Line 58:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 58:&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;=== Single-Player Mode ===&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;=== Single-Player Mode ===&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;This mode is simply the [[#Campaign Mode|Campaign Mode]] run locally on the same computer as one player and having all three [[Avatars]] be controlled by the AI. In the Xbox 360 version other players can join in locally through a [[Split-Screen View]].&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;This mode is simply the [[#Campaign Mode|Campaign Mode]] run locally on the same computer as one player and having all three [[Avatars]] be controlled by the AI. In the Xbox 360 version other players can join in locally through a [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Split-Screen Views|&lt;/ins&gt;Split-Screen View]].&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;=== Realism Mode ===&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;=== Realism Mode ===&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=Left_4_Dead_series&amp;diff=21982&amp;oldid=prev</id>
		<title>Staffan Björk at 18:12, 25 July 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Left_4_Dead_series&amp;diff=21982&amp;oldid=prev"/>
				<updated>2015-07-25T18:12:08Z</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 18:12, 25 July 2015&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-l61&quot; &gt;Line 61:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 61:&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;=== Realism Mode ===&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;=== Realism Mode ===&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;Added in [[Left 4 Dead 2|L4D2]], this mode removes all the glowing outlines (i.e. the [[Geospatial Game Widgets]]) around the PCs, weapons, and health equipment. The ammo dumps are an exception to this. By doing so the game makes [[Exploration]] to find items (i.e. fulfill [[Gain Ownership]] goals) more difficult, [[Rescue]] goals more challenging, and increases the risk of friendly fire (i.e. makes [[Cooperation]] more difficult). All these make this mode provide more [[Challenging Gameplay]].&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;Added in [[Left 4 Dead 2|L4D2]], this mode removes all the glowing outlines (i.e. the [[Geospatial Game Widgets]]) around the PCs, weapons, and health equipment. The ammo dumps are an exception to this. By doing so the game makes [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Game World &lt;/ins&gt;Exploration]] to find items (i.e. fulfill [[Gain Ownership]] goals) more difficult, [[Rescue]] goals more challenging, and increases the risk of friendly fire (i.e. makes [[Cooperation]] more difficult). All these make this mode provide more [[Challenging Gameplay]].&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;=== Versus Mode ===&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;=== Versus Mode ===&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=Left_4_Dead_series&amp;diff=21979&amp;oldid=prev</id>
		<title>Staffan Björk at 18:10, 25 July 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Left_4_Dead_series&amp;diff=21979&amp;oldid=prev"/>
				<updated>2015-07-25T18:10:56Z</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 18:10, 25 July 2015&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-l34&quot; &gt;Line 34:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 34:&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;=== Game World ===&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;=== Game World ===&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;The game [[Levels]] are rather linear in structure, making the [[Traverse]] goal rather easy from a navigational point of view although [[Left 4 Dead 2|L4D2]] introduces some variety by randomizing between several different routes to provide changes in the level. This is further eased by the [[Avatars]] providing the players with directions as part of the discussions between themselves and that [[Diegetically Outstanding Features]] such as lights or painted arrows form a [[Traces|Trace]] for the players to follow. Even so the game requires some [[Exploration]] since they need to find [[Pick-Ups]] in the form of weapons, ammunition and medical equipment and these do typically require some detours. Initially the [[Avatars]] only have a few types of weapons to use, limiting the efficiency of their [[Aim &amp;amp; Shoot]] actions especially since ammunition is [[Limited Resources]] for all weapons except pistols (the chain saw in [[Left 4 Dead 2|L4D2]] also has limited fuel). In [[Left 4 Dead 2|L4D2]] one starts with only melee weapons, probably to provide [[Smooth Learning Curves]] since they do not exist in [[Left 4 Dead|L4D]]. Various firearms can be found later in the game as well as ammunition piles that vary in attack strength, fire rate, magazine size, and accuracy. The last of these can be affected by moving or by recently having moved as well as by crouching, making weapons have [[Variable Accuracy]]. Grenades are either Pipe bombs that attract infected before exploding (creating [[Anticipation]]), molotov cocktail that causes fires, and, for [[Left 4 Dead 2|L4D2]] Bile bombs that both attract infected and cause them to attack those directly hit by them. Since all grenades can affect the [[Avatars]] negatively, they all have associated [[Risk/Reward]] components. Through the possibility of choosing different weapons, players have the option of selecting [[Functional Roles]] and certain [[Team Combos]] can be achieved, e.g. covering one team mates while that he or she is healing a third team mates (besides [[Kiting]] enemies than can be done regardless of weapons chosen).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The game [[Levels]] are rather linear in structure, making the [[Traverse]] goal rather easy from a navigational point of view although [[Left 4 Dead 2|L4D2]] introduces some variety by randomizing between several different routes to provide changes in the level. This is further eased by the [[Avatars]] providing the players with directions as part of the discussions between themselves and that [[Diegetically Outstanding Features]] such as lights or painted arrows form a [[Traces|Trace]] for the players to follow. Even so the game requires some [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Game World &lt;/ins&gt;Exploration]] since they need to find [[Pick-Ups]] in the form of weapons, ammunition and medical equipment and these do typically require some detours. Initially the [[Avatars]] only have a few types of weapons to use, limiting the efficiency of their [[Aim &amp;amp; Shoot]] actions especially since ammunition is [[Limited Resources]] for all weapons except pistols (the chain saw in [[Left 4 Dead 2|L4D2]] also has limited fuel). In [[Left 4 Dead 2|L4D2]] one starts with only melee weapons, probably to provide [[Smooth Learning Curves]] since they do not exist in [[Left 4 Dead|L4D]]. Various firearms can be found later in the game as well as ammunition piles that vary in attack strength, fire rate, magazine size, and accuracy. The last of these can be affected by moving or by recently having moved as well as by crouching, making weapons have [[Variable Accuracy]]. Grenades are either Pipe bombs that attract infected before exploding (creating [[Anticipation]]), molotov cocktail that causes fires, and, for [[Left 4 Dead 2|L4D2]] Bile bombs that both attract infected and cause them to attack those directly hit by them. Since all grenades can affect the [[Avatars]] negatively, they all have associated [[Risk/Reward]] components. Through the possibility of choosing different weapons, players have the option of selecting [[Functional Roles]] and certain [[Team Combos]] can be achieved, e.g. covering one team mates while that he or she is healing a third team mates (besides [[Kiting]] enemies than can be done regardless of weapons chosen).&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;All the medical equipment are single use [[Limited Resources]]. First-aid kits allow [[Avatars]] to heal themselves or others back to near full health while Pain Pills (and Adrenaline Shots from [[Left 4 Dead 2|L4D2]]) give temporary health benefits (performance benefits for the adrenaline shots). [[Left 4 Dead 2|L4D2]] adds the possibility of other players reviving dead [[Avatars]] if they have defibrillators but people that have fallen out ledge are dead until the start of the next level. [[Left 4 Dead 2|L4D2]] adds tangible [[Shared Rewards]] through cases with laser sights or special ammunition (explosive or incendiary) that can be handed out to all players. Weapons and medical equipment are separated into different groups (primary weapons, secondary weapons, grenades, primary healing slot, secondary healing slot) which functions as [[Tools]] with [[Equipment Slots]] for each group since picking one up drops what is currently carried in that category. Some of these (pills and adrenaline shots) are [[Transferable Items]] since they can be given to others, and the others can indirectly be these since one player can pick up something just to drop what is being held so that someone else can pick up that dropped item. Although there rarely is any reason not to pick up all possible items, the Hard Rain campaign turns picking things up into a [[Risk/Reward]] situation since the item taken early in the campaign might have been more useful later when returning through the same area.&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;All the medical equipment are single use [[Limited Resources]]. First-aid kits allow [[Avatars]] to heal themselves or others back to near full health while Pain Pills (and Adrenaline Shots from [[Left 4 Dead 2|L4D2]]) give temporary health benefits (performance benefits for the adrenaline shots). [[Left 4 Dead 2|L4D2]] adds the possibility of other players reviving dead [[Avatars]] if they have defibrillators but people that have fallen out ledge are dead until the start of the next level. [[Left 4 Dead 2|L4D2]] adds tangible [[Shared Rewards]] through cases with laser sights or special ammunition (explosive or incendiary) that can be handed out to all players. Weapons and medical equipment are separated into different groups (primary weapons, secondary weapons, grenades, primary healing slot, secondary healing slot) which functions as [[Tools]] with [[Equipment Slots]] for each group since picking one up drops what is currently carried in that category. Some of these (pills and adrenaline shots) are [[Transferable Items]] since they can be given to others, and the others can indirectly be these since one player can pick up something just to drop what is being held so that someone else can pick up that dropped item. Although there rarely is any reason not to pick up all possible items, the Hard Rain campaign turns picking things up into a [[Risk/Reward]] situation since the item taken early in the campaign might have been more useful later when returning through the same area.&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=Left_4_Dead_series&amp;diff=21659&amp;oldid=prev</id>
		<title>Staffan Björk at 12:12, 16 July 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Left_4_Dead_series&amp;diff=21659&amp;oldid=prev"/>
				<updated>2015-07-16T12:12:48Z</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 12:12, 16 July 2015&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-l23&quot; &gt;Line 23:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 23:&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;=== Player Roles and Enemies ===&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;=== Player Roles and Enemies ===&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;The players take the role of one of four [[Avatars]] which are diegetically different but have the same abilities within the game. The game always starts with all four [[Avatars]] in the game as a [[Parties|Party]], using [[Substitutional Algorithmic Agents]] when not enough humans are playing. Through making it possible for people to temporarily give over control of their [[Avatars]] to [[Algorithmic Agents]], the series shows that one can provide individual [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Game Pauses&lt;/del&gt;]] in [[Multiplayer Games|Multiplayer]] [[Real-Time Games]], although of course the overall gameplay continues. This, and the fact that players can log-in and take over [[Avatars]] that were controlled by [[Algorithmic Agents]] initially provides the games with [[Drop-In/Drop-Out]] possibilities and makes them support [[Asynchronous Gameplay]]. The [[Characters|Character]] aspect of the game is nearly non-present, limited to health and equipment stats (described below). Besides choosing their [[Handles]], players have some [[Creative Control]] over the [[Game Worlds|Game World]] through the possibility to ''spray'' tags.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The players take the role of one of four [[Avatars]] which are diegetically different but have the same abilities within the game. The game always starts with all four [[Avatars]] in the game as a [[Parties|Party]], using [[Substitutional Algorithmic Agents]] when not enough humans are playing. Through making it possible for people to temporarily give over control of their [[Avatars]] to [[Algorithmic Agents]], the series shows that one can provide individual [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Interruptibility&lt;/ins&gt;]] in [[Multiplayer Games|Multiplayer]] [[Real-Time Games]], although of course the overall gameplay continues. This, and the fact that players can log-in and take over [[Avatars]] that were controlled by [[Algorithmic Agents]] initially provides the games with [[Drop-In/Drop-Out]] possibilities and makes them support [[Asynchronous Gameplay]]. The [[Characters|Character]] aspect of the game is nearly non-present, limited to health and equipment stats (described below). Besides choosing their [[Handles]], players have some [[Creative Control]] over the [[Game Worlds|Game World]] through the possibility to ''spray'' tags.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The games have [[Dedicated Game Facilitators]] in the form of AI Directors and Music Directors. The former measures how much problem the [[Avatars]] are having as an indirect indication of the players' [[Tension]] level to be able to vary intense gameplay periods with calmer ones and vary what special infected are encountered. The Music Directors are individual for each player and personalizes the music according to the health and context of player's [[Avatar]].&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 games have [[Dedicated Game Facilitators]] in the form of AI Directors and Music Directors. The former measures how much problem the [[Avatars]] are having as an indirect indication of the players' [[Tension]] level to be able to vary intense gameplay periods with calmer ones and vary what special infected are encountered. The Music Directors are individual for each player and personalizes the music according to the health and context of player's [[Avatar]].&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=Left_4_Dead_series&amp;diff=18603&amp;oldid=prev</id>
		<title>Staffan Björk at 21:28, 29 July 2014</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Left_4_Dead_series&amp;diff=18603&amp;oldid=prev"/>
				<updated>2014-07-29T21:28:08Z</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 21:28, 29 July 2014&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-l20&quot; &gt;Line 20:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 20:&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 ==&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 ==&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;[[Cooperation]] is a fundamental gameplay mechanism in this [[Real-Time Games|Real-Time]] [[First-Person Views|First Person View]] series.&amp;#160; For most types of game modes, players belong to a [[Teams|Team]] that share the [[Mutual Goals|Mutual Goal]] to [[Survive]] attacks by the infected while [[Traverse|Traversing]] the [[Levels]] of the game. Given that players have [[Limited Resources]] and that the infected [[Enemies]] continuously spawn the [[Traverse]] goal has aspects of being a [[Races|Race]]. Players can affect the number of [[Enemies]] encountered and [[Resources]] found through selecting the preferred level of the four [[Difficulty Levels]] (easy, normal, advanced, expert). The exceptions to the [[Traverse]] goal are the [[#Survival Mode|Survival Mode]] which replaces it with a [[Time Limits|Time Limit]] goal and the [[#Versus Mode|Versus Mode]] when players having the role of special infected have the [[Preventing Goals|Preventing Goal]] of hindering those playing uninfected humans. The game [[Levels]] are arranged into groups that define several different [[Campaigns]], giving the games [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Narration &lt;/del&gt;Structures&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;|Narration Structure&lt;/del&gt;]] (in [[Left 4 Dead 2|L4D2]] these [[Campaigns]] are also diegetically linked). One of the [[Campaigns]] in [[Left 4 Dead 2|L4D2]], Hard Rain, is uses [[Delivery]] as a deigetic theme but does not affect gameplay other than that the [[Levels]] are [[Backtracking Levels]]. All game modes except [[#Survival Mode|Survival Mode]] follow the campaign structures of the [[Levels]] although the [[#Versus Mode|Versus Mode]] runs each game level twice before proceeding to the next [[Levels|Level]] so that both [[Teams]] can play both as humans and as special infected. Completing a [[Campaigns|campaign]] gives one of the [[Achievements]] in the games and there are additional [[Handicap Achievements]] for completing the [[Campaigns]] at the most difficult level (and one additional one for completing it in [[#Realism Mode|Realism Mode]] for [[Left 4 Dead 2|L4D2]]).&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;[[Cooperation]] is a fundamental gameplay mechanism in this [[Real-Time Games|Real-Time]] [[First-Person Views|First Person View]] series.&amp;#160; For most types of game modes, players belong to a [[Teams|Team]] that share the [[Mutual Goals|Mutual Goal]] to [[Survive]] attacks by the infected while [[Traverse|Traversing]] the [[Levels]] of the game. Given that players have [[Limited Resources]] and that the infected [[Enemies]] continuously spawn the [[Traverse]] goal has aspects of being a [[Races|Race]]. Players can affect the number of [[Enemies]] encountered and [[Resources]] found through selecting the preferred level of the four [[Difficulty Levels]] (easy, normal, advanced, expert). The exceptions to the [[Traverse]] goal are the [[#Survival Mode|Survival Mode]] which replaces it with a [[Time Limits|Time Limit]] goal and the [[#Versus Mode|Versus Mode]] when players having the role of special infected have the [[Preventing Goals|Preventing Goal]] of hindering those playing uninfected humans. The game [[Levels]] are arranged into groups that define several different [[Campaigns]], giving the games [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Predetermined Story &lt;/ins&gt;Structures]] (in [[Left 4 Dead 2|L4D2]] these [[Campaigns]] are also diegetically linked). One of the [[Campaigns]] in [[Left 4 Dead 2|L4D2]], Hard Rain, is uses [[Delivery]] as a deigetic theme but does not affect gameplay other than that the [[Levels]] are [[Backtracking Levels]]. All game modes except [[#Survival Mode|Survival Mode]] follow the campaign structures of the [[Levels]] although the [[#Versus Mode|Versus Mode]] runs each game level twice before proceeding to the next [[Levels|Level]] so that both [[Teams]] can play both as humans and as special infected. Completing a [[Campaigns|campaign]] gives one of the [[Achievements]] in the games and there are additional [[Handicap Achievements]] for completing the [[Campaigns]] at the most difficult level (and one additional one for completing it in [[#Realism Mode|Realism Mode]] for [[Left 4 Dead 2|L4D2]]).&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;=== Player Roles and Enemies ===&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;=== Player Roles and Enemies ===&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=Left_4_Dead_series&amp;diff=18301&amp;oldid=prev</id>
		<title>Staffan Björk at 18:34, 18 July 2014</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Left_4_Dead_series&amp;diff=18301&amp;oldid=prev"/>
				<updated>2014-07-18T18:34:23Z</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 18:34, 18 July 2014&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-l68&quot; &gt;Line 68:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 68:&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;Having the special infected be the [[Avatars]] for one team introduces [[Asymmetric Abilities]] on both team and player level. All special infected can see the outlines of both each other and the non-infected [[Geospatial Game Widgets]] giving them tactical advantage in positioning themselves. Having the same characteristics as when they are used as computer-controlled [[Enemies]], the special infected die quickly and often compared to the non-infected. To compensate for this, their players can [[Spawning|Spawn]] in any non-restricted area not currently seen by the other team (just like the AI-controlled versions can). The special infected also have [[Asymmetric Abilities]] among themselves as well, primarily how they attack but also regarding their movement and health characteristics. Since many of them have [[Cooldown]] periods and effectively functions as [[Team Combos]] with other attacks (e.g. spitting goo on the ground that damages survivors in it on a survivor currently incapacitated by another special infected), the players controlling these are encouraged to [[Collaboration|Collaborate]] in [[Coordination]] of attacks.&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;Having the special infected be the [[Avatars]] for one team introduces [[Asymmetric Abilities]] on both team and player level. All special infected can see the outlines of both each other and the non-infected [[Geospatial Game Widgets]] giving them tactical advantage in positioning themselves. Having the same characteristics as when they are used as computer-controlled [[Enemies]], the special infected die quickly and often compared to the non-infected. To compensate for this, their players can [[Spawning|Spawn]] in any non-restricted area not currently seen by the other team (just like the AI-controlled versions can). The special infected also have [[Asymmetric Abilities]] among themselves as well, primarily how they attack but also regarding their movement and health characteristics. Since many of them have [[Cooldown]] periods and effectively functions as [[Team Combos]] with other attacks (e.g. spitting goo on the ground that damages survivors in it on a survivor currently incapacitated by another special infected), the players controlling these are encouraged to [[Collaboration|Collaborate]] in [[Coordination]] of attacks.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The Versus mode is playing in rounds where each team gets to play both sides in a [[Role Reversal]] pattern that provides a level of [[Team Balance]] by removing the influence of the [[Asymmetric Abilities]] between the teams. The non-infected team gets a [[Score]] based upon how far they [[Traverse|Traversed]] the [[Levels|Level]] with a bonus for making it to the end, and the team with the highest score winning ([[Left 4 Dead 2|L4D2]] also awards the infected team with points for incapacitating players in the other team). Damaged dealt is a [[Tiebreakers|Tiebreaker]]. [[Check Points]] per se are not used in the Versus Mode, but the infected team is informed when the survivors have completed 25%, 50%, and 75% of the [[Levels|Level]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The Versus mode is playing in rounds where each team gets to play both sides in a [[Role Reversal]] pattern that provides a level of [[Team Balance]] by removing the influence of the [[Asymmetric Abilities]] between the teams. The non-infected team gets a [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Scores|&lt;/ins&gt;Score]] based upon how far they [[Traverse|Traversed]] the [[Levels|Level]] with a bonus for making it to the end, and the team with the highest score winning ([[Left 4 Dead 2|L4D2]] also awards the infected team with points for incapacitating players in the other team). Damaged dealt is a [[Tiebreakers|Tiebreaker]]. [[Check Points]] per se are not used in the Versus Mode, but the infected team is informed when the survivors have completed 25%, 50%, and 75% of the [[Levels|Level]].&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;=== Scavenge Mode ===&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;=== Scavenge Mode ===&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;The scrounge mode is basically a [[Time Limits|Time Limited]] version of the [[#Versus Mode|Versus Mode]] where the non-infected team as the [[Delivery]] goal of finding up to 16 gas tanks and refueling a vehicle instead of [[Traverse|Traversing]] a level. The [[Score]] is simply the number of gas tanks delivered.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The scrounge mode is basically a [[Time Limits|Time Limited]] version of the [[#Versus Mode|Versus Mode]] where the non-infected team as the [[Delivery]] goal of finding up to 16 gas tanks and refueling a vehicle instead of [[Traverse|Traversing]] a level. The [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Scores|&lt;/ins&gt;Score]] is simply the number of gas tanks delivered.&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;=== Survival Mode ===&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;=== Survival Mode ===&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=Left_4_Dead_series&amp;diff=16818&amp;oldid=prev</id>
		<title>Staffan Björk at 07:16, 8 October 2012</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Left_4_Dead_series&amp;diff=16818&amp;oldid=prev"/>
				<updated>2012-10-08T07:16:00Z</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 07:16, 8 October 2012&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-l23&quot; &gt;Line 23:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 23:&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;=== Player Roles and Enemies ===&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;=== Player Roles and Enemies ===&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;The players take the role of one of four [[Avatars]] which are diegetically different but have the same abilities within the game. The game always starts with all four [[Avatars]] in the game as a [[Parties|Party]], using [[Substitutional Algorithmic Agents]] when not enough humans are playing. Through making it possible for people to temporarily give over control of their [[Avatars]] to [[Algorithmic Agents]], the series shows that one can provide individual [[Game Pauses]] in [[Multiplayer Games|Multiplayer]] [[Real-Time Games]], although of course the overall gameplay continues. This, and the fact that players can log-in and take over [[Avatars]] that were controlled by [[Algorithmic Agents]] initially provides the games with [[Drop-In/Drop-Out]] possibilities and makes them [[Asynchronous &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Games&lt;/del&gt;]]. The [[Characters|Character]] aspect of the game is nearly non-present, limited to health and equipment stats (described below). Besides choosing their [[Handles]], players have some [[Creative Control]] over the [[Game Worlds|Game World]] through the possibility to ''spray'' tags.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The players take the role of one of four [[Avatars]] which are diegetically different but have the same abilities within the game. The game always starts with all four [[Avatars]] in the game as a [[Parties|Party]], using [[Substitutional Algorithmic Agents]] when not enough humans are playing. Through making it possible for people to temporarily give over control of their [[Avatars]] to [[Algorithmic Agents]], the series shows that one can provide individual [[Game Pauses]] in [[Multiplayer Games|Multiplayer]] [[Real-Time Games]], although of course the overall gameplay continues. This, and the fact that players can log-in and take over [[Avatars]] that were controlled by [[Algorithmic Agents]] initially provides the games with [[Drop-In/Drop-Out]] possibilities and makes them &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;support &lt;/ins&gt;[[Asynchronous &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Gameplay&lt;/ins&gt;]]. The [[Characters|Character]] aspect of the game is nearly non-present, limited to health and equipment stats (described below). Besides choosing their [[Handles]], players have some [[Creative Control]] over the [[Game Worlds|Game World]] through the possibility to ''spray'' tags.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The games have [[Dedicated Game Facilitators]] in the form of AI Directors and Music Directors. The former measures how much problem the [[Avatars]] are having as an indirect indication of the players' [[Tension]] level to be able to vary intense gameplay periods with calmer ones and vary what special infected are encountered. The Music Directors are individual for each player and personalizes the music according to the health and context of player's [[Avatar]].&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 games have [[Dedicated Game Facilitators]] in the form of AI Directors and Music Directors. The former measures how much problem the [[Avatars]] are having as an indirect indication of the players' [[Tension]] level to be able to vary intense gameplay periods with calmer ones and vary what special infected are encountered. The Music Directors are individual for each player and personalizes the music according to the health and context of player's [[Avatar]].&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=Left_4_Dead_series&amp;diff=12512&amp;oldid=prev</id>
		<title>Staffan Björk at 20:09, 2 August 2011</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Left_4_Dead_series&amp;diff=12512&amp;oldid=prev"/>
				<updated>2011-08-02T20:09:44Z</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 20:09, 2 August 2011&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-l23&quot; &gt;Line 23:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 23:&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;=== Player Roles and Enemies ===&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;=== Player Roles and Enemies ===&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;The players take the role of one of four [[Avatars]] which are diegetically different but have the same abilities within the game. The game always starts with all four [[Avatars]] in game, using [[Substitutional Algorithmic Agents]] when not enough humans are playing. Through making it possible for people to temporarily give over control of their [[Avatars]] to [[Algorithmic Agents]], the series shows that one can provide individual [[Game Pauses]] in [[Multiplayer Games|Multiplayer]] [[Real-Time Games]], although of course the overall gameplay continues. This, and the fact that players can log-in and take over [[Avatars]] that were controlled by [[Algorithmic Agents]] initially provides the games with [[Drop-In/Drop-Out]] possibilities and makes them [[Asynchronous Games]]. The [[Characters|Character]] aspect of the game is nearly non-present, limited to health and equipment stats (described below). Besides choosing their [[Handles]], players have some [[Creative Control]] over the [[Game Worlds|Game World]] through the possibility to ''spray'' tags.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The players take the role of one of four [[Avatars]] which are diegetically different but have the same abilities within the game. The game always starts with all four [[Avatars]] in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/ins&gt;game &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;as a [[Parties|Party]]&lt;/ins&gt;, using [[Substitutional Algorithmic Agents]] when not enough humans are playing. Through making it possible for people to temporarily give over control of their [[Avatars]] to [[Algorithmic Agents]], the series shows that one can provide individual [[Game Pauses]] in [[Multiplayer Games|Multiplayer]] [[Real-Time Games]], although of course the overall gameplay continues. This, and the fact that players can log-in and take over [[Avatars]] that were controlled by [[Algorithmic Agents]] initially provides the games with [[Drop-In/Drop-Out]] possibilities and makes them [[Asynchronous Games]]. The [[Characters|Character]] aspect of the game is nearly non-present, limited to health and equipment stats (described below). Besides choosing their [[Handles]], players have some [[Creative Control]] over the [[Game Worlds|Game World]] through the possibility to ''spray'' tags.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The games have [[Dedicated Game Facilitators]] in the form of AI Directors and Music Directors. The former measures how much problem the [[Avatars]] are having as an indirect indication of the players' [[Tension]] level to be able to vary intense gameplay periods with calmer ones and vary what special infected are encountered. The Music Directors are individual for each player and personalizes the music according to the health and context of player's [[Avatar]].&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 games have [[Dedicated Game Facilitators]] in the form of AI Directors and Music Directors. The former measures how much problem the [[Avatars]] are having as an indirect indication of the players' [[Tension]] level to be able to vary intense gameplay periods with calmer ones and vary what special infected are encountered. The Music Directors are individual for each player and personalizes the music according to the health and context of player's [[Avatar]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

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