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		<id>http://virt10.itu.chalmers.se/index.php?action=history&amp;feed=atom&amp;title=Tension</id>
		<title>Tension - Revision history</title>
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		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Tension&amp;action=history"/>
		<updated>2026-05-06T02:49:29Z</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=Tension&amp;diff=25554&amp;oldid=prev</id>
		<title>Staffan Björk at 09:04, 21 September 2016</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Tension&amp;diff=25554&amp;oldid=prev"/>
				<updated>2016-09-21T09:04:43Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 09:04, 21 September 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l11&quot; &gt;Line 11:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 11:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Risking to lose what one has invested in a game can easily create [[Tension]]. This may simply be time invested in completing a game such as [[Boulder Dash series|Boulder Dash]] or reaching a high-score in [[Asteroids]] or [[Pac-Man]]. However it can also be based on risking to lose real world objects or money, which can happen in [[Marble Games]], some variants of [[Magic: the Gathering]], and most variants of [[Poker]] including [[Texas Hold'em]]. The presence of enemies that try to harm you is used in games such as the [[Doom series]] and the [[Left 4 Dead series]] can easily create [[Tension]] in games, and is often augmented through these games having dark and claustrophobic environments.&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;Risking to lose what one has invested in a game can easily create [[Tension]]. This may simply be time invested in completing a game such as [[Boulder Dash series|Boulder Dash]] or reaching a high-score in [[Asteroids]] or [[Pac-Man]]. However it can also be based on risking to lose real world objects or money, which can happen in [[Marble Games]], some variants of [[Magic: the Gathering]], and most variants of [[Poker]] including [[Texas Hold'em]]. The presence of enemies that try to harm you is used in games such as the [[Doom series]] and the [[Left 4 Dead series]] can easily create [[Tension]] in games, and is often augmented through these games having dark and claustrophobic environments.&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;Having to complete tasks under time is another way games often create [[Tension]]. [[Sega Rally]], [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Outrun&lt;/del&gt;]], [[Ricochet Robots]], [[Space Alert]] all do this, and [[Forbidden Island]] and [[Pandemic]] shows examples of how this does actually not need to be linked to measuring actual progress of time. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Having to complete tasks under time is another way games often create [[Tension]]. [[Sega Rally]], [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Out Run&lt;/ins&gt;]], [[Ricochet Robots]], [[Space Alert]] all do this, and [[Forbidden Island]] and [[Pandemic]] shows examples of how this does actually not need to be linked to measuring actual progress of time. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Tension]] can also exist in games due to the need of trusting other players when one knows that this may not be a safe thing to do. Examples of games with this type of [[Tension]] include [[Diplomacy]], [[Illuminati]], [[Intrigue]], [[Junta]], and [[So Long Sucker]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Tension]] can also exist in games due to the need of trusting other players when one knows that this may not be a safe thing to do. Examples of games with this type of [[Tension]] include [[Diplomacy]], [[Illuminati]], [[Intrigue]], [[Junta]], and [[So Long Sucker]].&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=Tension&amp;diff=25395&amp;oldid=prev</id>
		<title>Staffan Björk at 08:47, 3 September 2016</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Tension&amp;diff=25395&amp;oldid=prev"/>
				<updated>2016-09-03T08:47:49Z</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 08:47, 3 September 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l36&quot; &gt;Line 36:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 36:&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;Many of the patterns in the previous two sections are related to [[Investments]], something that can cause [[Tension]] in itself as long as it can be lost in some way. [[Progress Indicators]] and [[Game State Indicators]] can cause [[Tension]] in relation to [[Investments]] as well, here by pointing out how much a player stands to lose or how little remains before the [[Investments]] pays off. Games that make use of [[Hovering Closures]] can also cause [[Tension]] in this way where the gameplay effort made by players can be seen as [[Investments]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Many of the patterns in the previous two sections are related to [[Investments]], something that can cause [[Tension]] in itself as long as it can be lost in some way. [[Progress Indicators]] and [[Game State Indicators]] can cause [[Tension]] in relation to [[Investments]] as well, here by pointing out how much a player stands to lose or how little remains before the [[Investments]] pays off. Games that make use of [[Hovering Closures]] can also cause [[Tension]] in this way where the gameplay effort made by players can be seen as [[Investments]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Many aspects of [[Cooperation]] and [[Social Interaction]] where players have to rely on other players' actions give rise to [[Tension]]. Any interaction where [[Uncertainty of Information]] or possibility for disinformation exists due to player communication can generate [[Tension]] (e.g. due to the use of [[Alternate Reality Gameplay]]), but it is especially likely to occur with [[Delayed Reciprocity]] or when [[Betrayal]] and [[Bluffing]] is possible. Examples when [[Tension]] can be created in this fashion include [[Player-Decided &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Distribution&lt;/del&gt;]] of [[Rewards]] or [[Penalties]] and the presence of [[Shared Resources]]. [[Tension]] related to [[Social Interaction]] exists in many cases for both the ones that can lose from the actions and the ones that can gain, as is typical in [[Social Dilemmas]]. In general, any gameplay which depend on [[Social Skills]] can provide [[Tension]] further simply because of this requirement. In addition, any type of gameplay which requires communication can become tenser if it needs to be done with [[Limited Communication Abilities]] or where [[Ambiguous Responses]] can occur. The risk of being the target of [[Guilting]] can create [[Tension]] in itself. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Many aspects of [[Cooperation]] and [[Social Interaction]] where players have to rely on other players' actions give rise to [[Tension]]. Any interaction where [[Uncertainty of Information]] or possibility for disinformation exists due to player communication can generate [[Tension]] (e.g. due to the use of [[Alternate Reality Gameplay]]), but it is especially likely to occur with [[Delayed Reciprocity]] or when [[Betrayal]] and [[Bluffing]] is possible. Examples when [[Tension]] can be created in this fashion include [[Player-Decided &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Distributions&lt;/ins&gt;]] of [[Rewards]] or [[Penalties]] and the presence of [[Shared Resources]]. [[Tension]] related to [[Social Interaction]] exists in many cases for both the ones that can lose from the actions and the ones that can gain, as is typical in [[Social Dilemmas]]. In general, any gameplay which depend on [[Social Skills]] can provide [[Tension]] further simply because of this requirement. In addition, any type of gameplay which requires communication can become tenser if it needs to be done with [[Limited Communication Abilities]] or where [[Ambiguous Responses]] can occur. The risk of being the target of [[Guilting]] can create [[Tension]] in itself. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Many activities and goals in games combine several of the aspects discussed above. For example, [[Combat]] or [[Aim &amp;amp; Shoot]] activities give players opponents and threaten to take cause [[Damage]] or take [[Lives]]. [[Continuous Goals]] and [[Extended Actions]] with [[Delayed Effects]] can combine the risk of losing ongoing [[Rewards]] with the threats of [[Penalties]], e.g. through [[King of the Hill]] or [[Evade]] goals.&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;Many activities and goals in games combine several of the aspects discussed above. For example, [[Combat]] or [[Aim &amp;amp; Shoot]] activities give players opponents and threaten to take cause [[Damage]] or take [[Lives]]. [[Continuous Goals]] and [[Extended Actions]] with [[Delayed Effects]] can combine the risk of losing ongoing [[Rewards]] with the threats of [[Penalties]], e.g. through [[King of the Hill]] or [[Evade]] goals.&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-l144&quot; &gt;Line 144:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 144:&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 Killing]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Player Killing]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Player Elimination]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Player Elimination]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Player-Decided &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Distribution&lt;/del&gt;]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Player-Decided &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Distributions&lt;/ins&gt;]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Predetermined Story Structures]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Predetermined Story Structures]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Progress Indicators]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Progress Indicators]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Tension&amp;diff=24664&amp;oldid=prev</id>
		<title>Staffan Björk at 17:28, 15 July 2016</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Tension&amp;diff=24664&amp;oldid=prev"/>
				<updated>2016-07-15T17:28:52Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
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				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 17:28, 15 July 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l30&quot; &gt;Line 30:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 30:&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;Limiting how long players have to try and succeed with actions is an effective way to create [[Tension]]. This can be done as explicit [[Time Limits]] or be achieved implicitly through [[The Show Must Go On]]. [[Time Pressure]] increases [[Tension]] but does not have to provide explicit [[Time Limits]] to do so, as for example having to be the first to complete a task shows. [[Attention Demanding Gameplay]] creates [[Tension]] by requiring players to focus on the gameplay at all time to avoid [[Penalties]]. Both these types of [[Tension]] can then be further increased by requiring [[Attention Swapping]] or having [[Disruption of Focused Attention]]. Another way to modulate the [[Tension]] is by restricting players' powers or freedom, for example, by [[Shrinking Game Worlds]], [[Limited Set of Actions]], or [[Movement Limitations]]. The two latter work more efficiently if players have either had greater freedom earlier or if they have lesser freedom or power compared to others. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Limiting how long players have to try and succeed with actions is an effective way to create [[Tension]]. This can be done as explicit [[Time Limits]] or be achieved implicitly through [[The Show Must Go On]]. [[Time Pressure]] increases [[Tension]] but does not have to provide explicit [[Time Limits]] to do so, as for example having to be the first to complete a task shows. [[Attention Demanding Gameplay]] creates [[Tension]] by requiring players to focus on the gameplay at all time to avoid [[Penalties]]. Both these types of [[Tension]] can then be further increased by requiring [[Attention Swapping]] or having [[Disruption of Focused Attention]]. Another way to modulate the [[Tension]] is by restricting players' powers or freedom, for example, by [[Shrinking Game Worlds]], [[Limited Set of Actions]], or [[Movement Limitations]]. The two latter work more efficiently if players have either had greater freedom earlier or if they have lesser freedom or power compared to others. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Forcing players to make commitments and then not letting them affect the outcome, or at least limit how they can affect the outcome, can create [[Tension]]. [[Betting]] and [[Stealth]] can do this and are similar in this since they are activities that require [[Turn Taking]], [[Downtime]], or [[No-Ops]], and both are usually combined with other patterns that can create [[Tension]] in this fashion, for example [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Tradeoffs&lt;/del&gt;]]. [[Action Programming]], [[Experimenting]] and [[Token Placement]] are three other activities that can provide [[Tension]] in themselves and can be used together with the just mentioned patterns to provide even more [[Tension]]. Both [[Spawn Points]] and [[Camping]] can cause [[Tension]] in relation to locations of a game, but while in the former case this is due to the risk of [[Enemies]] being prepared to attack as soon as one spawns in the latter case this has more to do with [[Anticipation]] and having to trust that one has chosen a good place to camp. [[Geometric Progression]] combined with [[Investments]] and [[Positive Feedback Loops]] can also create this form of [[Tension]] as the invested [[Resources]] are bound, and failed investments cause not only the already invested resources to be lost but lessen the value of [[Resources]] that have not yet been invested. This form of [[Tension]] can be further modulated through the presence of [[Progress Indicators]] and [[Game State Indicators]] but can be ruined by [[Perfect Information]] about the evaluation function and all the game state values that affect the function. [[Tension]] can however be lost instead of created if the players lose a [[Perceived Chance to Succeed]] because of necessary [[Leaps of Faith]], extended [[Downtime]], or [[Turn Taking]]. Even if they hinder players from performing actions, [[Game Pauses]] in general have a negative effect on [[Tension]] since nothing negative can happen to players' effort while a game is being paused. [[Feigned Die Rolls]] is a specific technique [[Game Masters]] can use to increase [[Tension]] of players of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], both by introducing [[Uncertainty of Information]] and by allows them to develop [[Narration Structures]] according to what creates [[Tension]] best rather than submitting to random developments.&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;Forcing players to make commitments and then not letting them affect the outcome, or at least limit how they can affect the outcome, can create [[Tension]]. [[Betting]] and [[Stealth]] can do this and are similar in this since they are activities that require [[Turn Taking]], [[Downtime]], or [[No-Ops]], and both are usually combined with other patterns that can create [[Tension]] in this fashion, for example [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Trade-Offs&lt;/ins&gt;]]. [[Action Programming]], [[Experimenting]] and [[Token Placement]] are three other activities that can provide [[Tension]] in themselves and can be used together with the just mentioned patterns to provide even more [[Tension]]. Both [[Spawn Points]] and [[Camping]] can cause [[Tension]] in relation to locations of a game, but while in the former case this is due to the risk of [[Enemies]] being prepared to attack as soon as one spawns in the latter case this has more to do with [[Anticipation]] and having to trust that one has chosen a good place to camp. [[Geometric Progression]] combined with [[Investments]] and [[Positive Feedback Loops]] can also create this form of [[Tension]] as the invested [[Resources]] are bound, and failed investments cause not only the already invested resources to be lost but lessen the value of [[Resources]] that have not yet been invested. This form of [[Tension]] can be further modulated through the presence of [[Progress Indicators]] and [[Game State Indicators]] but can be ruined by [[Perfect Information]] about the evaluation function and all the game state values that affect the function. [[Tension]] can however be lost instead of created if the players lose a [[Perceived Chance to Succeed]] because of necessary [[Leaps of Faith]], extended [[Downtime]], or [[Turn Taking]]. Even if they hinder players from performing actions, [[Game Pauses]] in general have a negative effect on [[Tension]] since nothing negative can happen to players' effort while a game is being paused. [[Feigned Die Rolls]] is a specific technique [[Game Masters]] can use to increase [[Tension]] of players of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], both by introducing [[Uncertainty of Information]] and by allows them to develop [[Narration Structures]] according to what creates [[Tension]] best rather than submitting to random developments.&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;[[Tension]] can be caused by putting players in the position of missing [[Rewards]] or in the position of receiving [[Penalties]], which either affect themselves or something with which they have [[Identification]]. While how much [[Tension]] specific [[Penalties]] can give depend on individual players and the specific game context, a relative order among categories can be made where [[Energy Penalties]] give less [[Tension]] than [[Life Penalties]] which in turn give less [[Tension]] than [[Game Termination Penalties]]. [[Setback Penalties]] as a category provides less [[Tension]] than all these types of [[Penalties|Penalty]] categories. Especially [[Competitions]] and questions of [[Ownership]] can evoke [[Tension]], in the latter case either because players have [[Gain Ownership]] goals or because opponents want to take away [[Ownership]] of something from players. Having [[Scores]] which players use to compete against each other easily captures these aspects of [[Tension]] (and is a type of [[Races|Race]]). Adding [[Tension]] can be achieved when using [[Scores]] by having [[Secret Scoring Mechanisms]]; more generally [[Secret Goals]] can add [[Tension]] because not only do players need to compete against each other, they need to also try to figure out what goals the other players actually have. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Tension]] can be caused by putting players in the position of missing [[Rewards]] or in the position of receiving [[Penalties]], which either affect themselves or something with which they have [[Identification]]. While how much [[Tension]] specific [[Penalties]] can give depend on individual players and the specific game context, a relative order among categories can be made where [[Energy Penalties]] give less [[Tension]] than [[Life Penalties]] which in turn give less [[Tension]] than [[Game Termination Penalties]]. [[Setback Penalties]] as a category provides less [[Tension]] than all these types of [[Penalties|Penalty]] categories. Especially [[Competitions]] and questions of [[Ownership]] can evoke [[Tension]], in the latter case either because players have [[Gain Ownership]] goals or because opponents want to take away [[Ownership]] of something from players. Having [[Scores]] which players use to compete against each other easily captures these aspects of [[Tension]] (and is a type of [[Races|Race]]). Adding [[Tension]] can be achieved when using [[Scores]] by having [[Secret Scoring Mechanisms]]; more generally [[Secret Goals]] can add [[Tension]] because not only do players need to compete against each other, they need to also try to figure out what goals the other players actually have. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l179&quot; &gt;Line 179:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 179:&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;[[Tournaments]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Tournaments]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Traces]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Traces]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Tradeoffs&lt;/del&gt;]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Trade-Offs&lt;/ins&gt;]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Traitors]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Traitors]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Traps]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Traps]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Tension&amp;diff=23907&amp;oldid=prev</id>
		<title>Staffan Björk: /* Can Be Instantiated By */</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Tension&amp;diff=23907&amp;oldid=prev"/>
				<updated>2015-09-03T08:10:37Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Can Be Instantiated By&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 08:10, 3 September 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-l110&quot; &gt;Line 110:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 110:&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;[[Extra-Game Rewards]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Extra-Game Rewards]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Evade]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Evade]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Ever Increasing Difficulty]], &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;'&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Ever Increasing Difficulty]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Fake Game Overs]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Fake Game Overs]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Feigned Die Rolls]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Feigned Die Rolls]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Tension&amp;diff=23906&amp;oldid=prev</id>
		<title>Staffan Björk at 08:10, 3 September 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Tension&amp;diff=23906&amp;oldid=prev"/>
				<updated>2015-09-03T08:10:21Z</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 08:10, 3 September 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-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;div&gt;[[Player Elimination]] and [[Early Elimination]] are generic patterns to increase [[Tension]] to players by threatening to remove them from the ongoing game instance. [[Player Killing]] is typically a part of these patterns but can be used independently of these to raise [[Tension]] in games. [[Extra-Game Consequences]], and especially [[Extra-Game Rewards]], can be used to increase any [[Tension]] present from gameplay in a game, but may also provide [[Tension]] by itself. [[Sanctioned Cheating]] in [[Multiplayer Games]] is related to this type of [[Tension]] in that knowing that it exists make players have to consider what can be seen in one sense as [[Extra-Game Actions]] from other players. [[Anticipation]] is a way to modulate [[Tension]], the more [[Anticipation]] players feel, the more [[Tension]] they will also likely feel as long as they started with some [[Tension]]. One way of creating this [[Anticipation]] is to give players a [[Determinable Chance to Succeed]].&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 Elimination]] and [[Early Elimination]] are generic patterns to increase [[Tension]] to players by threatening to remove them from the ongoing game instance. [[Player Killing]] is typically a part of these patterns but can be used independently of these to raise [[Tension]] in games. [[Extra-Game Consequences]], and especially [[Extra-Game Rewards]], can be used to increase any [[Tension]] present from gameplay in a game, but may also provide [[Tension]] by itself. [[Sanctioned Cheating]] in [[Multiplayer Games]] is related to this type of [[Tension]] in that knowing that it exists make players have to consider what can be seen in one sense as [[Extra-Game Actions]] from other players. [[Anticipation]] is a way to modulate [[Tension]], the more [[Anticipation]] players feel, the more [[Tension]] they will also likely feel as long as they started with some [[Tension]]. One way of creating this [[Anticipation]] is to give players a [[Determinable Chance to Succeed]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;One of the primary ways to make it doubtful that things will turn in the best possible way for players is to introduce opposition. The two primary categories for this is [[PvP]] and [[PvE]]. The former is typically done through [[Enemies]] controlled by [[Dedicated Game Facilitators]] or [[Game Masters]] and [[Traps]] while the latter is done through players and other [[Agents]]. To be in opposition, [[Excluding Goals]] need to be set up, e.g. [[Competitions|Competition]], [[Conflicts|Conflict]], or [[Overcome]] goals (for opposition based on [[PvE]], [[Consumers]] with no positive effects that automatically consume players' [[Resources]] provide similar [[Tension]] to players as [[Enemies]] and opposing players). The most common types of specific [[Excluding Goals]] are probably [[Combat]] and [[Races]] but [[Stealth]] provides another example that does not require [[Combat]]. While losing a game or a local competition can be the sole effect of being outdone by one's opposition, the threat of suffering [[Penalties]], e.g. [[Damage]] or [[Death Consequences]], during gameplay can further increase [[Tension]]. [[Tension]] based on opposition can be modulated so that it is maintained for longer periods of gameplay time through [[Balancing Effects]]. This can be further modulated by using [[Near Miss Indicators]], forcing players to make decisions related to [[Paper-Rock-Scissors]] structures of attacking, by making the [[Enemies]] more powerful over time through [[Ever Increasing Difficulty]] ([[Boss Monsters]] being a typical example), or by making [[Tied Results]] impossible through [[Tiebreakers]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;One of the primary ways to make it doubtful that things will turn in the best possible way for players is to introduce opposition. The two primary categories for this is [[PvP]] and [[PvE]]. The former is typically done through [[Enemies]] controlled by [[Dedicated Game Facilitators]] or [[Game Masters]] and [[Traps]] while the latter is done through players and other [[Agents]]. To be in opposition, [[Excluding Goals]] need to be set up, e.g. [[Competitions|Competition]], [[Conflicts|Conflict]], or [[Overcome]] goals (for opposition based on [[PvE]], [[Consumers]] with no positive effects that automatically consume players' [[Resources]] provide similar [[Tension]] to players as [[Enemies]] and opposing players). The most common types of specific [[Excluding Goals]] are probably [[Combat]] and [[Races]] but [[Stealth]] provides another example that does not require [[Combat]]. While losing a game or a local competition can be the sole effect of being outdone by one's opposition, the threat of suffering [[Penalties]], e.g. [[Damage]] or [[Death Consequences]], during gameplay can further increase [[Tension&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]]. A variety of this, that cannot be used too often, is to expose players to [[Fake Game Overs&lt;/ins&gt;]]. [[Tension]] based on opposition can be modulated so that it is maintained for longer periods of gameplay time through [[Balancing Effects]]. This can be further modulated by using [[Near Miss Indicators]], forcing players to make decisions related to [[Paper-Rock-Scissors]] structures of attacking, by making the [[Enemies]] more powerful over time through [[Ever Increasing Difficulty]] ([[Boss Monsters]] being a typical example), or by making [[Tied Results]] impossible through [[Tiebreakers]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Tension]] can be increased by making gameplay actions more difficult for players. [[Challenging Gameplay]] is an obvious solution while [[Balancing Effects]] can be used to try and make all players have [[Tension]] by making it hard for leading players to maintain their position. One of the ways games can be more difficult is to stress players to perform actions more quickly. [[Time Limits]], e.g. how long [[Power-Ups]] last or how long one has to do [[Action Programming]] or [[Tactical Planning]], does this by forcing players to have to try to complete their actions in less time than they may want to use. The [[Tension]] this produces can in turn by modified by [[Sustenance Rewards]] that both relieves it to a degree and prolongs it. While [[Real-Time Games]] do not in themselves create [[Tension]], the need of doing either [[Action Programming]] or [[Tactical Planning]] or feeling the need for [[Stimulated Planning]] in such games can be enough to create [[Tension]] in a game. [[Quick Time Events]], [[Speedruns]], and [[Temporary Abilities]] are other examples of patterns that can force players to have to act faster than they prefer. [[Shrinking Game Worlds]] can combine the need to perform actions quickly with also limiting the gameplay areas in which these can be done ([[Forbidden Island]] shows how this can provide [[Tension]] in a [[Turn-Based Games|Turn-Based]] co-operative game). A final example of how gameplay actions can be made more difficult is to deny players any periods when they relax by using [[Always Vulnerable]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Tension]] can be increased by making gameplay actions more difficult for players. [[Challenging Gameplay]] is an obvious solution while [[Balancing Effects]] can be used to try and make all players have [[Tension]] by making it hard for leading players to maintain their position. One of the ways games can be more difficult is to stress players to perform actions more quickly. [[Time Limits]], e.g. how long [[Power-Ups]] last or how long one has to do [[Action Programming]] or [[Tactical Planning]], does this by forcing players to have to try to complete their actions in less time than they may want to use. The [[Tension]] this produces can in turn by modified by [[Sustenance Rewards]] that both relieves it to a degree and prolongs it. While [[Real-Time Games]] do not in themselves create [[Tension]], the need of doing either [[Action Programming]] or [[Tactical Planning]] or feeling the need for [[Stimulated Planning]] in such games can be enough to create [[Tension]] in a game. [[Quick Time Events]], [[Speedruns]], and [[Temporary Abilities]] are other examples of patterns that can force players to have to act faster than they prefer. [[Shrinking Game Worlds]] can combine the need to perform actions quickly with also limiting the gameplay areas in which these can be done ([[Forbidden Island]] shows how this can provide [[Tension]] in a [[Turn-Based Games|Turn-Based]] co-operative game). A final example of how gameplay actions can be made more difficult is to deny players any periods when they relax by using [[Always Vulnerable]].&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-l110&quot; &gt;Line 110:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 110:&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;[[Extra-Game Rewards]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Extra-Game Rewards]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Evade]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Evade]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Ever Increasing Difficulty]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Ever Increasing Difficulty&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]], '&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Fake Game Overs&lt;/ins&gt;]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Feigned Die Rolls]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Feigned Die Rolls]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[FUBAR enjoyment]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[FUBAR enjoyment]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Tension&amp;diff=23796&amp;oldid=prev</id>
		<title>Staffan Björk at 13:39, 26 August 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Tension&amp;diff=23796&amp;oldid=prev"/>
				<updated>2015-08-26T13:39:51Z</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 13:39, 26 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-l32&quot; &gt;Line 32:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 32:&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;Forcing players to make commitments and then not letting them affect the outcome, or at least limit how they can affect the outcome, can create [[Tension]]. [[Betting]] and [[Stealth]] can do this and are similar in this since they are activities that require [[Turn Taking]], [[Downtime]], or [[No-Ops]], and both are usually combined with other patterns that can create [[Tension]] in this fashion, for example [[Tradeoffs]]. [[Action Programming]], [[Experimenting]] and [[Token Placement]] are three other activities that can provide [[Tension]] in themselves and can be used together with the just mentioned patterns to provide even more [[Tension]]. Both [[Spawn Points]] and [[Camping]] can cause [[Tension]] in relation to locations of a game, but while in the former case this is due to the risk of [[Enemies]] being prepared to attack as soon as one spawns in the latter case this has more to do with [[Anticipation]] and having to trust that one has chosen a good place to camp. [[Geometric Progression]] combined with [[Investments]] and [[Positive Feedback Loops]] can also create this form of [[Tension]] as the invested [[Resources]] are bound, and failed investments cause not only the already invested resources to be lost but lessen the value of [[Resources]] that have not yet been invested. This form of [[Tension]] can be further modulated through the presence of [[Progress Indicators]] and [[Game State Indicators]] but can be ruined by [[Perfect Information]] about the evaluation function and all the game state values that affect the function. [[Tension]] can however be lost instead of created if the players lose a [[Perceived Chance to Succeed]] because of necessary [[Leaps of Faith]], extended [[Downtime]], or [[Turn Taking]]. Even if they hinder players from performing actions, [[Game Pauses]] in general have a negative effect on [[Tension]] since nothing negative can happen to players' effort while a game is being paused. [[Feigned Die Rolls]] is a specific technique [[Game Masters]] can use to increase [[Tension]] of players of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], both by introducing [[Uncertainty of Information]] and by allows them to develop [[Narration Structures]] according to what creates [[Tension]] best rather than submitting to random developments.&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;Forcing players to make commitments and then not letting them affect the outcome, or at least limit how they can affect the outcome, can create [[Tension]]. [[Betting]] and [[Stealth]] can do this and are similar in this since they are activities that require [[Turn Taking]], [[Downtime]], or [[No-Ops]], and both are usually combined with other patterns that can create [[Tension]] in this fashion, for example [[Tradeoffs]]. [[Action Programming]], [[Experimenting]] and [[Token Placement]] are three other activities that can provide [[Tension]] in themselves and can be used together with the just mentioned patterns to provide even more [[Tension]]. Both [[Spawn Points]] and [[Camping]] can cause [[Tension]] in relation to locations of a game, but while in the former case this is due to the risk of [[Enemies]] being prepared to attack as soon as one spawns in the latter case this has more to do with [[Anticipation]] and having to trust that one has chosen a good place to camp. [[Geometric Progression]] combined with [[Investments]] and [[Positive Feedback Loops]] can also create this form of [[Tension]] as the invested [[Resources]] are bound, and failed investments cause not only the already invested resources to be lost but lessen the value of [[Resources]] that have not yet been invested. This form of [[Tension]] can be further modulated through the presence of [[Progress Indicators]] and [[Game State Indicators]] but can be ruined by [[Perfect Information]] about the evaluation function and all the game state values that affect the function. [[Tension]] can however be lost instead of created if the players lose a [[Perceived Chance to Succeed]] because of necessary [[Leaps of Faith]], extended [[Downtime]], or [[Turn Taking]]. Even if they hinder players from performing actions, [[Game Pauses]] in general have a negative effect on [[Tension]] since nothing negative can happen to players' effort while a game is being paused. [[Feigned Die Rolls]] is a specific technique [[Game Masters]] can use to increase [[Tension]] of players of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], both by introducing [[Uncertainty of Information]] and by allows them to develop [[Narration Structures]] according to what creates [[Tension]] best rather than submitting to random developments.&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;[[Tension]] can be caused by putting players in the position of missing [[Rewards]] or in the position of receiving [[Penalties]], which either affect themselves or something with which they have [[Identification]]. While how much [[Tension]] specific [[Penalties]] can give depend on individual players and the specific game context, a relative order among categories can be made where [[Energy Penalties]] give less [[Tension]] than [[Life Penalties]] which in turn give less [[Tension]] than [[Game Termination Penalties]]. Especially [[Competitions]] and questions of [[Ownership]] can evoke [[Tension]], in the latter case either because players have [[Gain Ownership]] goals or because opponents want to take away [[Ownership]] of something from players. Having [[Scores]] which players use to compete against each other easily captures these aspects of [[Tension]] (and is a type of [[Races|Race]]). Adding [[Tension]] can be achieved when using [[Scores]] by having [[Secret Scoring Mechanisms]]; more generally [[Secret Goals]] can add [[Tension]] because not only do players need to compete against each other, they need to also try to figure out what goals the other players actually have. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Tension]] can be caused by putting players in the position of missing [[Rewards]] or in the position of receiving [[Penalties]], which either affect themselves or something with which they have [[Identification]]. While how much [[Tension]] specific [[Penalties]] can give depend on individual players and the specific game context, a relative order among categories can be made where [[Energy Penalties]] give less [[Tension]] than [[Life Penalties]] which in turn give less [[Tension]] than [[Game Termination Penalties]]&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. [[Setback Penalties]] as a category provides less [[Tension]] than all these types of [[Penalties|Penalty]] categories&lt;/ins&gt;. Especially [[Competitions]] and questions of [[Ownership]] can evoke [[Tension]], in the latter case either because players have [[Gain Ownership]] goals or because opponents want to take away [[Ownership]] of something from players. Having [[Scores]] which players use to compete against each other easily captures these aspects of [[Tension]] (and is a type of [[Races|Race]]). Adding [[Tension]] can be achieved when using [[Scores]] by having [[Secret Scoring Mechanisms]]; more generally [[Secret Goals]] can add [[Tension]] because not only do players need to compete against each other, they need to also try to figure out what goals the other players actually have. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Many of the patterns in the previous two sections are related to [[Investments]], something that can cause [[Tension]] in itself as long as it can be lost in some way. [[Progress Indicators]] and [[Game State Indicators]] can cause [[Tension]] in relation to [[Investments]] as well, here by pointing out how much a player stands to lose or how little remains before the [[Investments]] pays off. Games that make use of [[Hovering Closures]] can also cause [[Tension]] in this way where the gameplay effort made by players can be seen as [[Investments]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Many of the patterns in the previous two sections are related to [[Investments]], something that can cause [[Tension]] in itself as long as it can be lost in some way. [[Progress Indicators]] and [[Game State Indicators]] can cause [[Tension]] in relation to [[Investments]] as well, here by pointing out how much a player stands to lose or how little remains before the [[Investments]] pays off. Games that make use of [[Hovering Closures]] can also cause [[Tension]] in this way where the gameplay effort made by players can be seen as [[Investments]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l157&quot; &gt;Line 157:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 157:&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;[[Secret Goals]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Secret Goals]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Secret Scoring Mechanisms]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Secret Scoring Mechanisms]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Setback Penalties]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Shared Resources]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Shared Resources]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Shrinking Game Worlds]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Shrinking Game Worlds]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Tension&amp;diff=23775&amp;oldid=prev</id>
		<title>Staffan Björk at 13:14, 26 August 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Tension&amp;diff=23775&amp;oldid=prev"/>
				<updated>2015-08-26T13:14:15Z</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;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 13:14, 26 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-l32&quot; &gt;Line 32:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 32:&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;Forcing players to make commitments and then not letting them affect the outcome, or at least limit how they can affect the outcome, can create [[Tension]]. [[Betting]] and [[Stealth]] can do this and are similar in this since they are activities that require [[Turn Taking]], [[Downtime]], or [[No-Ops]], and both are usually combined with other patterns that can create [[Tension]] in this fashion, for example [[Tradeoffs]]. [[Action Programming]], [[Experimenting]] and [[Token Placement]] are three other activities that can provide [[Tension]] in themselves and can be used together with the just mentioned patterns to provide even more [[Tension]]. Both [[Spawn Points]] and [[Camping]] can cause [[Tension]] in relation to locations of a game, but while in the former case this is due to the risk of [[Enemies]] being prepared to attack as soon as one spawns in the latter case this has more to do with [[Anticipation]] and having to trust that one has chosen a good place to camp. [[Geometric Progression]] combined with [[Investments]] and [[Positive Feedback Loops]] can also create this form of [[Tension]] as the invested [[Resources]] are bound, and failed investments cause not only the already invested resources to be lost but lessen the value of [[Resources]] that have not yet been invested. This form of [[Tension]] can be further modulated through the presence of [[Progress Indicators]] and [[Game State Indicators]] but can be ruined by [[Perfect Information]] about the evaluation function and all the game state values that affect the function. [[Tension]] can however be lost instead of created if the players lose a [[Perceived Chance to Succeed]] because of necessary [[Leaps of Faith]], extended [[Downtime]], or [[Turn Taking]]. Even if they hinder players from performing actions, [[Game Pauses]] in general have a negative effect on [[Tension]] since nothing negative can happen to players' effort while a game is being paused. [[Feigned Die Rolls]] is a specific technique [[Game Masters]] can use to increase [[Tension]] of players of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], both by introducing [[Uncertainty of Information]] and by allows them to develop [[Narration Structures]] according to what creates [[Tension]] best rather than submitting to random developments.&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;Forcing players to make commitments and then not letting them affect the outcome, or at least limit how they can affect the outcome, can create [[Tension]]. [[Betting]] and [[Stealth]] can do this and are similar in this since they are activities that require [[Turn Taking]], [[Downtime]], or [[No-Ops]], and both are usually combined with other patterns that can create [[Tension]] in this fashion, for example [[Tradeoffs]]. [[Action Programming]], [[Experimenting]] and [[Token Placement]] are three other activities that can provide [[Tension]] in themselves and can be used together with the just mentioned patterns to provide even more [[Tension]]. Both [[Spawn Points]] and [[Camping]] can cause [[Tension]] in relation to locations of a game, but while in the former case this is due to the risk of [[Enemies]] being prepared to attack as soon as one spawns in the latter case this has more to do with [[Anticipation]] and having to trust that one has chosen a good place to camp. [[Geometric Progression]] combined with [[Investments]] and [[Positive Feedback Loops]] can also create this form of [[Tension]] as the invested [[Resources]] are bound, and failed investments cause not only the already invested resources to be lost but lessen the value of [[Resources]] that have not yet been invested. This form of [[Tension]] can be further modulated through the presence of [[Progress Indicators]] and [[Game State Indicators]] but can be ruined by [[Perfect Information]] about the evaluation function and all the game state values that affect the function. [[Tension]] can however be lost instead of created if the players lose a [[Perceived Chance to Succeed]] because of necessary [[Leaps of Faith]], extended [[Downtime]], or [[Turn Taking]]. Even if they hinder players from performing actions, [[Game Pauses]] in general have a negative effect on [[Tension]] since nothing negative can happen to players' effort while a game is being paused. [[Feigned Die Rolls]] is a specific technique [[Game Masters]] can use to increase [[Tension]] of players of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], both by introducing [[Uncertainty of Information]] and by allows them to develop [[Narration Structures]] according to what creates [[Tension]] best rather than submitting to random developments.&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;[[Tension]] can be caused by putting players in the position of missing [[Rewards]] or in the position of receiving [[Penalties]], which either affect themselves or something with which they have [[Identification]]. Especially [[Competitions]] and questions of [[Ownership]] can evoke [[Tension]], in the latter case either because players have [[Gain Ownership]] goals or because opponents want to take away [[Ownership]] of something from players. Having [[Scores]] which players use to compete against each other easily captures these aspects of [[Tension]] (and is a type of [[Races|Race]]). Adding [[Tension]] can be achieved when using [[Scores]] by having [[Secret Scoring Mechanisms]]; more generally [[Secret Goals]] can add [[Tension]] because not only do players need to compete against each other, they need to also try to figure out what goals the other players actually have. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Tension]] can be caused by putting players in the position of missing [[Rewards]] or in the position of receiving [[Penalties]], which either affect themselves or something with which they have [[Identification&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]]. While how much [[Tension]] specific [[Penalties]] can give depend on individual players and the specific game context, a relative order among categories can be made where [[Energy Penalties]] give less [[Tension]] than [[Life Penalties]] which in turn give less [[Tension]] than [[Game Termination Penalties&lt;/ins&gt;]]. Especially [[Competitions]] and questions of [[Ownership]] can evoke [[Tension]], in the latter case either because players have [[Gain Ownership]] goals or because opponents want to take away [[Ownership]] of something from players. Having [[Scores]] which players use to compete against each other easily captures these aspects of [[Tension]] (and is a type of [[Races|Race]]). Adding [[Tension]] can be achieved when using [[Scores]] by having [[Secret Scoring Mechanisms]]; more generally [[Secret Goals]] can add [[Tension]] because not only do players need to compete against each other, they need to also try to figure out what goals the other players actually have. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Many of the patterns in the previous two sections are related to [[Investments]], something that can cause [[Tension]] in itself as long as it can be lost in some way. [[Progress Indicators]] and [[Game State Indicators]] can cause [[Tension]] in relation to [[Investments]] as well, here by pointing out how much a player stands to lose or how little remains before the [[Investments]] pays off. Games that make use of [[Hovering Closures]] can also cause [[Tension]] in this way where the gameplay effort made by players can be seen as [[Investments]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Many of the patterns in the previous two sections are related to [[Investments]], something that can cause [[Tension]] in itself as long as it can be lost in some way. [[Progress Indicators]] and [[Game State Indicators]] can cause [[Tension]] in relation to [[Investments]] as well, here by pointing out how much a player stands to lose or how little remains before the [[Investments]] pays off. Games that make use of [[Hovering Closures]] can also cause [[Tension]] in this way where the gameplay effort made by players can be seen as [[Investments]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l103&quot; &gt;Line 103:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 103:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Enemies]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Enemies]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[End State Scoring]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[End State Scoring]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Energy Penalties]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Excluding Goals]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Excluding Goals]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Experimenting]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Experimenting]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l115&quot; &gt;Line 115:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 116:&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 Masters]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game Masters]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game State Indicators]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game State Indicators]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Game Termination Penalties]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Guilting]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Guilting]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Helplessness]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Helplessness]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l125&quot; &gt;Line 125:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 127:&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;[[King of the Hill]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[King of the Hill]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Leaps of Faith]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Leaps of Faith]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Life Penalties]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Limited Communication Abilities]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Limited Communication Abilities]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Limited Set of Actions]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Limited Set of Actions]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Tension&amp;diff=23637&amp;oldid=prev</id>
		<title>Staffan Björk at 15:04, 19 August 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Tension&amp;diff=23637&amp;oldid=prev"/>
				<updated>2015-08-19T15:04:09Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
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				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 15:04, 19 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-l22&quot; &gt;Line 22:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 22:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;One of the primary ways to make it doubtful that things will turn in the best possible way for players is to introduce opposition. The two primary categories for this is [[PvP]] and [[PvE]]. The former is typically done through [[Enemies]] controlled by [[Dedicated Game Facilitators]] or [[Game Masters]] and [[Traps]] while the latter is done through players and other [[Agents]]. To be in opposition, [[Excluding Goals]] need to be set up, e.g. [[Competitions|Competition]], [[Conflicts|Conflict]], or [[Overcome]] goals (for opposition based on [[PvE]], [[Consumers]] with no positive effects that automatically consume players' [[Resources]] provide similar [[Tension]] to players as [[Enemies]] and opposing players). The most common types of specific [[Excluding Goals]] are probably [[Combat]] and [[Races]] but [[Stealth]] provides another example that does not require [[Combat]]. While losing a game or a local competition can be the sole effect of being outdone by one's opposition, the threat of suffering [[Penalties]], e.g. [[Damage]] or [[Death Consequences]], during gameplay can further increase [[Tension]]. [[Tension]] based on opposition can be modulated so that it is maintained for longer periods of gameplay time through [[Balancing Effects]]. This can be further modulated by using [[Near Miss Indicators]], forcing players to make decisions related to [[Paper-Rock-Scissors]] structures of attacking, by making the [[Enemies]] more powerful over time through [[Ever Increasing Difficulty]] ([[Boss Monsters]] being a typical example), or by making [[Tied Results]] impossible through [[Tiebreakers]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;One of the primary ways to make it doubtful that things will turn in the best possible way for players is to introduce opposition. The two primary categories for this is [[PvP]] and [[PvE]]. The former is typically done through [[Enemies]] controlled by [[Dedicated Game Facilitators]] or [[Game Masters]] and [[Traps]] while the latter is done through players and other [[Agents]]. To be in opposition, [[Excluding Goals]] need to be set up, e.g. [[Competitions|Competition]], [[Conflicts|Conflict]], or [[Overcome]] goals (for opposition based on [[PvE]], [[Consumers]] with no positive effects that automatically consume players' [[Resources]] provide similar [[Tension]] to players as [[Enemies]] and opposing players). The most common types of specific [[Excluding Goals]] are probably [[Combat]] and [[Races]] but [[Stealth]] provides another example that does not require [[Combat]]. While losing a game or a local competition can be the sole effect of being outdone by one's opposition, the threat of suffering [[Penalties]], e.g. [[Damage]] or [[Death Consequences]], during gameplay can further increase [[Tension]]. [[Tension]] based on opposition can be modulated so that it is maintained for longer periods of gameplay time through [[Balancing Effects]]. This can be further modulated by using [[Near Miss Indicators]], forcing players to make decisions related to [[Paper-Rock-Scissors]] structures of attacking, by making the [[Enemies]] more powerful over time through [[Ever Increasing Difficulty]] ([[Boss Monsters]] being a typical example), or by making [[Tied Results]] impossible through [[Tiebreakers]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Tension]] can be increased by making gameplay actions more difficult for players. [[Challenging Gameplay]] is an obvious solution while [[Balancing Effects]] can be used to try and make all players have [[Tension]] by making it hard for leading players to maintain their position. One of the ways games can be more difficult is to stress players to perform actions more quickly. [[Time Limits]], e.g. how long [[Power-Ups]] last or how long one has to do [[Action Programming]] or [[Tactical Planning]], does this by forcing players to have to try to complete their actions in less time than they may want to use. While [[Real-Time Games]] do not in themselves create [[Tension]], the need of doing either [[Action Programming]] or [[Tactical Planning]] or feeling the need for [[Stimulated Planning]] in such games can be enough to create [[Tension]] in a game. [[Quick Time Events]], [[Speedruns]], and [[Temporary Abilities]] are other examples of patterns that can force players to have to act faster than they prefer. [[Shrinking Game Worlds]] can combine the need to perform actions quickly with also limiting the gameplay areas in which these can be done ([[Forbidden Island]] shows how this can provide [[Tension]] in a [[Turn-Based Games|Turn-Based]] co-operative game). A final example of how gameplay actions can be made more difficult is to deny players any periods when they relax by using [[Always Vulnerable]].&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;[[Tension]] can be increased by making gameplay actions more difficult for players. [[Challenging Gameplay]] is an obvious solution while [[Balancing Effects]] can be used to try and make all players have [[Tension]] by making it hard for leading players to maintain their position. One of the ways games can be more difficult is to stress players to perform actions more quickly. [[Time Limits]], e.g. how long [[Power-Ups]] last or how long one has to do [[Action Programming]] or [[Tactical Planning]], does this by forcing players to have to try to complete their actions in less time than they may want to use&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. The [[Tension]] this produces can in turn by modified by [[Sustenance Rewards]] that both relieves it to a degree and prolongs it&lt;/ins&gt;. While [[Real-Time Games]] do not in themselves create [[Tension]], the need of doing either [[Action Programming]] or [[Tactical Planning]] or feeling the need for [[Stimulated Planning]] in such games can be enough to create [[Tension]] in a game. [[Quick Time Events]], [[Speedruns]], and [[Temporary Abilities]] are other examples of patterns that can force players to have to act faster than they prefer. [[Shrinking Game Worlds]] can combine the need to perform actions quickly with also limiting the gameplay areas in which these can be done ([[Forbidden Island]] shows how this can provide [[Tension]] in a [[Turn-Based Games|Turn-Based]] co-operative game). A final example of how gameplay actions can be made more difficult is to deny players any periods when they relax by using [[Always Vulnerable]].&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;Most games provide players with some game elements which are designated as theirs or whom they represent in the game. Such [[Characters]] or [[Abstract Player Constructs]] provide a natural starting point for players to be concerned about as do [[Companions]]. [[Game Items]] and [[Territories]] which players have [[Ownership]] over but which can be [[Stealing|Stolen]] can also do this. While all these may give players initial parts of the game to care about, this caring can be increase during gameplay if the players' [[Value of Effort]] are tied to them, e.g. through [[Character Development|Character]] or [[Abstract Player Construct Development]].&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;Most games provide players with some game elements which are designated as theirs or whom they represent in the game. Such [[Characters]] or [[Abstract Player Constructs]] provide a natural starting point for players to be concerned about as do [[Companions]]. [[Game Items]] and [[Territories]] which players have [[Ownership]] over but which can be [[Stealing|Stolen]] can also do this. While all these may give players initial parts of the game to care about, this caring can be increase during gameplay if the players' [[Value of Effort]] are tied to them, e.g. through [[Character Development|Character]] or [[Abstract Player Construct Development]].&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-l201&quot; &gt;Line 201:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 201:&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-Based Social Statuses]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game-Based Social Statuses]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Heterogeneous Game Element Ownership]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Heterogeneous Game Element Ownership]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Sustenance Rewards]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Time Limits]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Time Limits]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Turn Taking]]&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;[[Turn Taking]]&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=Tension&amp;diff=22187&amp;oldid=prev</id>
		<title>Staffan Björk at 08:08, 27 July 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Tension&amp;diff=22187&amp;oldid=prev"/>
				<updated>2015-07-27T08:08:09Z</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 08:08, 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-l9&quot; &gt;Line 9:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 9:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Examples ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Examples ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Risking to lose what one has invested in a game can easily create [[Tension]]. This may simply be time invested in completing a game such as [[Boulder Dash]] or reaching a high-score in [[Asteroids]] or [[Pac-Man]]. However it can also be based on risking to lose real world objects or money, which can happen in [[Marble Games]], some variants of [[Magic: the Gathering]], and most variants of [[Poker]] including [[Texas Hold'em]]. The presence of enemies that try to harm you is used in games such as the [[Doom series]] and the [[Left 4 Dead series]] can easily create [[Tension]] in games, and is often augmented through these games having dark and claustrophobic environments.&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;Risking to lose what one has invested in a game can easily create [[Tension]]. This may simply be time invested in completing a game such as [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Boulder Dash series|&lt;/ins&gt;Boulder Dash]] or reaching a high-score in [[Asteroids]] or [[Pac-Man]]. However it can also be based on risking to lose real world objects or money, which can happen in [[Marble Games]], some variants of [[Magic: the Gathering]], and most variants of [[Poker]] including [[Texas Hold'em]]. The presence of enemies that try to harm you is used in games such as the [[Doom series]] and the [[Left 4 Dead series]] can easily create [[Tension]] in games, and is often augmented through these games having dark and claustrophobic environments.&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;Having to complete tasks under time is another way games often create [[Tension]]. [[Sega Rally]], [[Outrun]], [[Ricochet Robots]], [[Space Alert]] all do this, and [[Forbidden Island]] and [[Pandemic]] shows examples of how this does actually not need to be linked to measuring actual progress of time. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Having to complete tasks under time is another way games often create [[Tension]]. [[Sega Rally]], [[Outrun]], [[Ricochet Robots]], [[Space Alert]] all do this, and [[Forbidden Island]] and [[Pandemic]] shows examples of how this does actually not need to be linked to measuring actual progress of time. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Tension&amp;diff=21281&amp;oldid=prev</id>
		<title>Staffan Björk at 13:56, 1 July 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Tension&amp;diff=21281&amp;oldid=prev"/>
				<updated>2015-07-01T13:56:59Z</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 13:56, 1 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-l28&quot; &gt;Line 28:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 28:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another way of increasing [[Tension]] is removing agency for players when they have started actions. [[Turn Taking]] is an old solution to this found in classical board games such as [[Chess]] and [[Go]] since once one has completed ones turn one cannot affect the game until the other player has done his or her turn, and one will have to accept mistakes one has made. [[Helplessness]], either involuntary or through committing to [[Extended Actions]], is another way to make players temporary unable to do anything about their game situation. [[Extended Actions]] and [[Delayed Effects]] does not necessary remove overall agency but can make players have to wait for wanted effects in a game without being able to quicken their arrival when can also cause [[Tension]]. [[Interruptible Actions]] and [[Delayed Reciprocity]] also does this but adds the factor that some other players or [[Agents|Agent]] can decide the outcome; in general any possibility of [[Betrayal]] or [[Traitors]] creates [[Tension]] in a game. Examples of games where this is especially obvious is [[Diplomacy]], [[So Long Sucker]], and [[Intrigue]]. Removing players from games can be seen as the ultimate form of removing player agency, so having [[Player Elimination]] is a way to add [[Tension]] to games. This can be even greater if [[Early Elimination]] is possible, but this can also backfire since players may not be committed enough to the gameplay when the elimination occurs unless some type of commitment is enforced at the beginning of the game, e.g. through [[Betting]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another way of increasing [[Tension]] is removing agency for players when they have started actions. [[Turn Taking]] is an old solution to this found in classical board games such as [[Chess]] and [[Go]] since once one has completed ones turn one cannot affect the game until the other player has done his or her turn, and one will have to accept mistakes one has made. [[Helplessness]], either involuntary or through committing to [[Extended Actions]], is another way to make players temporary unable to do anything about their game situation. [[Extended Actions]] and [[Delayed Effects]] does not necessary remove overall agency but can make players have to wait for wanted effects in a game without being able to quicken their arrival when can also cause [[Tension]]. [[Interruptible Actions]] and [[Delayed Reciprocity]] also does this but adds the factor that some other players or [[Agents|Agent]] can decide the outcome; in general any possibility of [[Betrayal]] or [[Traitors]] creates [[Tension]] in a game. Examples of games where this is especially obvious is [[Diplomacy]], [[So Long Sucker]], and [[Intrigue]]. Removing players from games can be seen as the ultimate form of removing player agency, so having [[Player Elimination]] is a way to add [[Tension]] to games. This can be even greater if [[Early Elimination]] is possible, but this can also backfire since players may not be committed enough to the gameplay when the elimination occurs unless some type of commitment is enforced at the beginning of the game, e.g. through [[Betting]].&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;Limiting how long players have to try and succeed with actions is an effective way to create [[Tension]]. This can be done as explicit [[Time Limits]] or be achieved implicitly through [[The Show Must Go On]]. [[Time Pressure]] increases [[Tension]] but does not have to provide explicit [[Time Limits]] to do so, as for example having to be the first to complete a task shows. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;These &lt;/del&gt;types of [[Tension]] can then be further increased by requiring [[Attention Swapping]] or having [[Disruption of Focused Attention]]. Another way to modulate the [[Tension]] is by restricting players' powers or freedom, for example, by [[Shrinking Game Worlds]], [[Limited Set of Actions]], or [[Movement Limitations]]. The two latter work more efficiently if players have either had greater freedom earlier or if they have lesser freedom or power compared to others. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Limiting how long players have to try and succeed with actions is an effective way to create [[Tension]]. This can be done as explicit [[Time Limits]] or be achieved implicitly through [[The Show Must Go On]]. [[Time Pressure]] increases [[Tension]] but does not have to provide explicit [[Time Limits]] to do so, as for example having to be the first to complete a task shows. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Attention Demanding Gameplay]] creates [[Tension]] by requiring players to focus on the gameplay at all time to avoid [[Penalties]]. Both these &lt;/ins&gt;types of [[Tension]] can then be further increased by requiring [[Attention Swapping]] or having [[Disruption of Focused Attention]]. Another way to modulate the [[Tension]] is by restricting players' powers or freedom, for example, by [[Shrinking Game Worlds]], [[Limited Set of Actions]], or [[Movement Limitations]]. The two latter work more efficiently if players have either had greater freedom earlier or if they have lesser freedom or power compared to others. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Forcing players to make commitments and then not letting them affect the outcome, or at least limit how they can affect the outcome, can create [[Tension]]. [[Betting]] and [[Stealth]] can do this and are similar in this since they are activities that require [[Turn Taking]], [[Downtime]], or [[No-Ops]], and both are usually combined with other patterns that can create [[Tension]] in this fashion, for example [[Tradeoffs]]. [[Action Programming]], [[Experimenting]] and [[Token Placement]] are three other activities that can provide [[Tension]] in themselves and can be used together with the just mentioned patterns to provide even more [[Tension]]. Both [[Spawn Points]] and [[Camping]] can cause [[Tension]] in relation to locations of a game, but while in the former case this is due to the risk of [[Enemies]] being prepared to attack as soon as one spawns in the latter case this has more to do with [[Anticipation]] and having to trust that one has chosen a good place to camp. [[Geometric Progression]] combined with [[Investments]] and [[Positive Feedback Loops]] can also create this form of [[Tension]] as the invested [[Resources]] are bound, and failed investments cause not only the already invested resources to be lost but lessen the value of [[Resources]] that have not yet been invested. This form of [[Tension]] can be further modulated through the presence of [[Progress Indicators]] and [[Game State Indicators]] but can be ruined by [[Perfect Information]] about the evaluation function and all the game state values that affect the function. [[Tension]] can however be lost instead of created if the players lose a [[Perceived Chance to Succeed]] because of necessary [[Leaps of Faith]], extended [[Downtime]], or [[Turn Taking]]. Even if they hinder players from performing actions, [[Game Pauses]] in general have a negative effect on [[Tension]] since nothing negative can happen to players' effort while a game is being paused. [[Feigned Die Rolls]] is a specific technique [[Game Masters]] can use to increase [[Tension]] of players of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], both by introducing [[Uncertainty of Information]] and by allows them to develop [[Narration Structures]] according to what creates [[Tension]] best rather than submitting to random developments.&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;Forcing players to make commitments and then not letting them affect the outcome, or at least limit how they can affect the outcome, can create [[Tension]]. [[Betting]] and [[Stealth]] can do this and are similar in this since they are activities that require [[Turn Taking]], [[Downtime]], or [[No-Ops]], and both are usually combined with other patterns that can create [[Tension]] in this fashion, for example [[Tradeoffs]]. [[Action Programming]], [[Experimenting]] and [[Token Placement]] are three other activities that can provide [[Tension]] in themselves and can be used together with the just mentioned patterns to provide even more [[Tension]]. Both [[Spawn Points]] and [[Camping]] can cause [[Tension]] in relation to locations of a game, but while in the former case this is due to the risk of [[Enemies]] being prepared to attack as soon as one spawns in the latter case this has more to do with [[Anticipation]] and having to trust that one has chosen a good place to camp. [[Geometric Progression]] combined with [[Investments]] and [[Positive Feedback Loops]] can also create this form of [[Tension]] as the invested [[Resources]] are bound, and failed investments cause not only the already invested resources to be lost but lessen the value of [[Resources]] that have not yet been invested. This form of [[Tension]] can be further modulated through the presence of [[Progress Indicators]] and [[Game State Indicators]] but can be ruined by [[Perfect Information]] about the evaluation function and all the game state values that affect the function. [[Tension]] can however be lost instead of created if the players lose a [[Perceived Chance to Succeed]] because of necessary [[Leaps of Faith]], extended [[Downtime]], or [[Turn Taking]]. Even if they hinder players from performing actions, [[Game Pauses]] in general have a negative effect on [[Tension]] since nothing negative can happen to players' effort while a game is being paused. [[Feigned Die Rolls]] is a specific technique [[Game Masters]] can use to increase [[Tension]] of players of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], both by introducing [[Uncertainty of Information]] and by allows them to develop [[Narration Structures]] according to what creates [[Tension]] best rather than submitting to random developments.&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-l73&quot; &gt;Line 73:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 73:&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;[[Ambiguous Responses]],&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;[[Ambiguous Responses]],&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Anticipation]],&amp;#160; &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Anticipation]],&amp;#160; &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Attention Demanding Gameplay]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Attention Swapping]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Attention Swapping]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Balancing Effects]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Balancing Effects]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

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