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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- Abilities
- Ability Losses
- Abstract Player Construct Development
- Abstract Player Constructs
- Access Rewards
- Achievements
- Achilles' Heels
- Action Caps
- Actions Have Diegetically Social Consequences
- Actor Detachment
- Adventures
- Agents
- AI Players
- Aim & Shoot
- Alien Space Bats
- Alignment
- Alternate Reality Gameplay
- Altruistic Actions
- Always Vulnerable
- Ammunition
- Anonymous Actions
- Area Control
- Arenas
- Arithmetic Progression
- Armor
- Artifact-Location Proximity
- Asymmetric Gameplay
- Asymmetric Goals
- Asymmetric Resource Distribution
- Asymmetric Starting Conditions
- Asynchronous Collaborative Actions
- Asynchronous Gameplay
- Attention Demanding Gameplay
- Auto-Aim
- Automated Responses
- Auxiliary Game Screens
- Avatars
B
C
- Cameras
- Campaigns
- Camping
- Capture
- Card Building
- Cards
- Casual Gameplay
- Challenging Gameplay
- Changes in Perception of Real World Phenomena due to Gameplay
- Character Alignments
- Character Defining Actions
- Character Development
- Character Levels
- Characteristics
- Chargers
- Chat Channels
- Check Points
- Choke Points
- Clickability
- Closure Points
- Clues
- Coaches
- Collaborative Actions
- Collectible Card Games
- Collecting
- Collections
- Combat
- Combos
- Committed Goals
- Communication Channels
- Companion Quests
- Companions
- Competence Areas
- Complete Resource Depletion
- Complex Gameplay
- Conceal
- Conditional Passageways
- Configurable Gameplay Areas
- Configuration
- Connection
- Construction
- Construction/Scoring Phase Shift
- Consumers
- Containers
- Context Dependent Reactions
- Contextualization
- Continuous Goals
- Controllers
- Converters
- Cooldown
- Cooperation
- Cosmetic Game Items
- Coupled Games
- Crafting
- Critical Failures
- Critical Gameplay Design
- Critical Hits
- Critical Misses
- Critical Results
- Critical Successes
- Crosshairs
- Crossmedia Gameplay
- Current Player Tokens
- Cutscenes
- Cycle Deck Engines
D
- Damage
- Death Consequences
- Deck Building
- Decks
- Decreased Abilities
- Dedicated Game Facilitators
- Delayed Effects
- Delayed Reciprocity
- Deliver
- Destructible Objects
- Detective Structures
- Deterioration
- Determinable Chance to Succeed
- Development Time
- Dexterity-Based Actions
- Dialogues
- Dice
- Diegetic Communication
- Diegetic Consistency
- Diegetically Outstanding Features
- Diegetically Tangible Game Items
- Difficulty Levels
- Discard Piles
- Downtime
- Drafting
- Drafting Spreads
- Drawing Stacks
- Drop-In/Drop-Out
- Dynamic Difficulty Adjustment
- Dynamic Goal Characteristics
E
- Early Elimination
- Early Leaving Players
- Easter Eggs
- Eliminate
- Emotes
- Enactment
- Enclosure
- Encouraged Return Visits
- End State Scoring
- Endgame
- Endgame Quests
- Enemies
- Energy Penalties
- Enforced Agent Behavior
- Enforced Player Anonymity
- Entitled Players
- Entrenching Gameplay
- Environmental Effects
- Environmental Storytelling
- Ephemeral Events
- Ephemeral Goals
- Equipment
- Equipment Slots
- Evade
- Events Timed to the Real World
- Ever Increasing Difficulty
- Evolving Rule Sets
- Exaggerated Perception of Influence
- Exceptional Events
- Excise
- Excluding Goals
- Execution
- Expansion
- Experimenting
- Explicit Random Seeds
- Exploitation
- Extended Actions
- Extermination
- Extra Turns
- Extra-Game Actions
- Extra-Game Broadcasting
- Extra-Game Consequences
- Extra-Game Input