Difference between revisions of "Category:Needs references"
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Latest revision as of 20:15, 14 March 2011
These are patterns which do not have many external references in them describing the phenomena they represent.
Pages in category "Needs references"
The following 200 pages are in this category, out of 581 total.
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- Abilities
- Ability Losses
- Abstract Player Construct Development
- Abstract Player Constructs
- Access Rewards
- Achilles' Heels
- Action Caps
- Action Programming
- Actor Detachment
- Adventures
- Aim & Shoot
- Alarms
- Alien Space Bats
- Alignment
- Alternate Reality Gameplay
- Altruistic Actions
- Always Vulnerable
- Ambiguous Responses
- Ammunition
- Analysis Paralysis
- 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
- Awareness of Surroundings
B
C
- Cameras
- Campaigns
- Camping
- Card Building
- Cards
- Challenging Gameplay
- Changes in Perception of Real World Phenomena due to Gameplay
- Character Alignments
- Character Development
- Character Levels
- Characteristics
- Characters
- Chargers
- Chat Channels
- Check Points
- Choke Points
- Closure Points
- Clues
- Coaches
- Collaborative Actions
- Collectible Card Games
- Collecting
- Collections
- Combat
- 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
- Contextualized Conversational Responses
- Continuous Goals
- Controllers
- Converters
- Cooldown
- Cooperation
- Cosmetic Game Items
- Coupled Games
- Crafting
- 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
- Delayed Effects
- Delayed Reciprocity
- Deliver
- Destructible Objects
- Deterioration
- Determinable Chance to Succeed
- Development Time
- Dexterity-Based Actions
- Dialogues
- Dice
- Diegetic Communication
- Diegetic Consistency
- 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
- Emotional Attachment
- Enactment
- Enclosure
- Encouraged Return Visits
- End State Scoring
- Endgame
- Endgame Quests
- Enemies
- Energy Penalties
- Enforced Player Anonymity
- Entitled Players
- Entrenching Gameplay
- Environmental Effects
- Ephemeral Events
- Ephemeral Goals
- Equipment
- Equipment Slots
- Evade
- Events Timed to the Real World
- Ever Increasing Difficulty
- Evolving Rule Sets
- Exceptional Events
- Excise
- Excluding Goals
- Expansion
- Explicit Random Seeds
- Exploitation
- Extended Actions
- Extermination
- Extra Chances
- Extra Turns
- Extra-Game Actions
- Extra-Game Broadcasting
- Extra-Game Input
F
- Facilitating Rewards
- Fake Game Cancellations
- Fake Game Overs
- Feelies
- Finale Levels
- First Player Advantages
- First Player Tokens
- First-Person Views
- Fixed Distributions
- Flanking Routes
- Flip-Flop Events
- Focus Loci
- Fog of War
- Framed Freedom
- Free Game Element Manipulation
- Free Gift Inventories
- Friend Lists
- Friendly Fire
- FUBAR Enjoyment