Difference between revisions of "Category:Needs revision"
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Latest revision as of 14:46, 19 November 2009
This are patterns that one person has thought doesn't miss anything (except maybe game examples). When another person has gone through the pattern the page can be removed from the category.
Pages in category "Needs revision"
The following 200 pages are in this category, out of 616 total.
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- Player Killing
- Player Physical Prowess
- Player Unpredictability
- Player-Artifact Proximity
- Player-Avatar Proximity
- Player-Created Characters
- Player-Defined Goals
- Player-Location Proximity
- Player-Planned Development
- Player-Player Proximity
- Player/Character Awareness Consistency
- Player/Character Skill Composites
- Player/System Action Composites
- Playing to Lose
- Point of Interest Indicators
- Polyathlons
- Positive Feedback Loops
- Possibility of Anonymity
- Possibility of Graceful Surrender
- Pottering
- Power-Ups
- Pre-Customized Decks
- Predefined Goals
- Predetermined Story Structures
- Predictable Consequences
- Predictable Winner
- Preventing Goals
- Private Game Spaces
- Privileged Abilities
- Privileged Movement
- Procedurally Generated Game Worlds
- Progress Indicators
- Prompting Techniques
- Props
- Public Player Statistics
- Purchasable Game Advantages
- Puzzle Solving
- PvE
- PvP
R
- Rabbit Hole Invitations
- Races
- Ragequitting
- Randomness
- Real Life Activities Affect Game State
- Real World Gameplay Spaces
- Real World Knowledge Advantages
- Real-Time Games
- Reconfigurable Game Worlds
- Reconnaissance
- Red Herrings
- Reflective Communication
- Regenerating Resources
- Renewable Resources
- Repeat Combos
- Repetition of Position Draws
- Repetitive Gameplay
- Replayability
- Replays
- Rescue
- Reserves
- Resource Caps
- Resource Competition
- Resource Locations
- Resource Management
- Resource Sources
- Resources
- Revoke Rules
- Reward Widgets
- Rewards
- Robotic Players
- Role Fulfillment
- Role Selection
S
- Safe Havens
- Sanctioned Cheating
- Save Files
- Save Points
- Save Scumming
- Save-Load Cycles
- Scenes
- Score Tracks
- Scores
- Scouting
- Scripted Information Sequences
- Seamful Gameplay
- Secondary Interface Screens
- Secret Areas
- Secret Goals
- Secret Resources
- Secret Scoring Mechanisms
- Selectable Set of Goals
- Self-Facilitated Games
- Self-Reported Positioning
- Self-Service Kiosks
- Setback Penalties
- Sets
- Shared Penalties
- Shared Resources
- Shared Rewards
- Shrinking Game Worlds
- Sidegrades
- Sidequests
- Single-Player Games
- Skills
- Sniper Locations
- Social Adaptability
- Social Dilemmas
- Social Rewards
- Social Roles
- Social Skills
- Sockets
- Solution Uncertainty
- Spawn Points
- Spawning
- Spectacular Failure Enjoyment
- Spectators
- Speedending
- Speedruns
- Split-Screen Views
- Stack Seeding
- Startgame
- Steadily Decreasing Resources
- Stealth
- Stimulated Planning
- Storytelling
- Strategic Knowledge
- Strategic Locations
- Strategic Planning
- Strongholds
- Substitute Actions
- Summary Updates
- Supporting Goals
- Surrendering
- Survive
- Sustenance Rewards
- Switches
- Symbiotic Player Relations
- Symmetric Goals
- Symmetric Resource Distribution
- Synchronous Gameplay
T
- Tactical Planning
- Team Accomplishments
- Team Balance
- Team Combos
- Team Development
- Team Elimination
- Team Strategy Identification
- Teams
- Temporal Consistency
- Temporary Abilities
- Tension
- Territories
- Testing Achievements
- Thematic Consistency
- Third-Person Views
- Tick-Based Games
- Tiebreakers
- Tied Results
- Tile-Laying
- Tiles
- Time Limited Game Instances
- Time Limits
- Togetherness
- Token Placement
- Tools
- Tooltips
- Tournaments
- Traces
- Trade-Offs
- Trading
- Transferable Items
- Transport Routes
- Traps
- Traverse
- Trial and Error Solutions
- Trick Taking
- Trumps
- Turn Taking
- Turn-Based Games
- Turnovers
- Tutorial Neighbors
- TvT