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- [[Anticipation]]45 KB (6,258 words) - 09:28, 24 November 2023
- ...rming [[Interruptible Actions]] quite naturally provides players with an [[Anticipation]], but can also create [[Tension]] since it may not success due to the infl [[Anticipation]], [[Attention Swapping]],6 KB (888 words) - 10:03, 16 March 2018
- ...f [[Analysis Paralysis]] situations has a somewhat adverse effect on the [[Anticipation]] of the uncertain outcome during the play. [[Anticipation]],10 KB (1,463 words) - 15:55, 25 January 2018
- [[Rhythm-Based Actions]] provide [[Anticipation]] and [[Hovering Closures]] since players need to be aware of what they sho [[Anticipation]],6 KB (852 words) - 08:28, 11 October 2022
- ...ssed about completing activity within limited time gives [[Tension]] and [[Anticipation]] of a potential failure, both which can give rise to [[Emotional Engrossme6 KB (933 words) - 09:05, 21 September 2016
- ...rom ledges and 300 ''incapacitated'' health otherwise) that provide both [[Anticipation]] and [[Tension]]. Players that have been incapacitated three times in a ro ...s are either Pipe bombs that attract infected before exploding (creating [[Anticipation]]), molotov cocktail that causes fires, and, for [[Left 4 Dead 2|L4D2]] Bil26 KB (4,124 words) - 10:03, 13 May 2022
- ...Indicator]] of how much is left of the [[Time Limit]] naturally creates [[Anticipation]] and sometimes [[Hovering Closures]]. One example of this is having [[Time [[Analysis Paralysis]], [[Anticipation]],17 KB (2,648 words) - 09:05, 21 September 2016
- ...w that they can be betrayed, the presence of the pattern in a game gives [[Anticipation]] and [[Tension]] to the gameplay, even more so for games with [[Cooperatio [[Anticipation]],12 KB (1,820 words) - 16:10, 8 February 2019
- ...as long as they started with some [[Tension]]. One way of creating this [[Anticipation]] is to give players a [[Determinable Chance to Succeed]]. ...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. [[Geometric24 KB (3,511 words) - 09:04, 21 September 2016
- ...to succeed, this can in turn led to [[Emotional Engrossment]] as well as [[Anticipation]] and [[Tension]]. [[Anticipation]],7 KB (1,024 words) - 15:30, 31 July 2015
- ...oals. However, they need to express [[Emotional Attachment]] regarding the anticipation, success, and failure of these goals. [[Memory of Important Events]] and [[6 KB (877 words) - 19:47, 14 August 2014
- ...lure during gameplay, but also from the failure unfolding slow enough so [[Anticipation]] and [[Tension]] still can be continued to be felt while it is happening. [[Anticipation]],7 KB (979 words) - 10:08, 2 September 2016
- ...ased by [[Turn Taking]] since it can force players to have to wait while [[Anticipation]], [[Hovering Closures]], and [[Interruptible Actions]] exist.14 KB (2,101 words) - 09:28, 21 September 2016
- ...completion of a level thereby provides strong [[Hovering Closures]] and [[Anticipation]], and the former can be increased further if [[Save Points]] only exist be [[Anticipation]],21 KB (3,112 words) - 21:52, 19 March 2018
- ...hich follow. Waiting to know if they have made mistakes can give rise to [[Anticipation]] and [[Tension]], while seeing the mistakes take place can provide [[Spect [[Anticipation]],8 KB (1,222 words) - 16:09, 23 July 2016
- ...ributions]] supports [[Predictable Consequences]] and allow them to feel [[Anticipation]]. This can change how they calculate [[Risk/Reward]] situations and [[Misf [[Anticipation]],4 KB (644 words) - 05:40, 5 September 2022
- [[Delayed Reciprocity]] gives the waiting players [[Anticipation]] of [[Delayed Effects]] that are [[Rewards]], and thereby create [[Hoverin [[Anticipation]],8 KB (1,230 words) - 23:34, 17 March 2018
- ...develop. Working toward these are [[Continuous Goals]] with can provide [[Anticipation]] and motivate [[Stimulated Planning]], potentially in the form of pure [[E [[Anticipation]],8 KB (1,142 words) - 16:39, 19 January 2018
- ...ded in favor of other plots or storylines. By doing so, they can provide [[Anticipation]], [[Surprises]] (including [[Surprise Attacks]]), and [[Tension]], as well [[Anticipation]], [[Ability Losses]], [[Agents]],19 KB (2,776 words) - 07:11, 8 April 2022
- ...h [[Development Time]] so that players can plan future actions, and feel [[Anticipation]]. ...through [[Progress Indicators]], this leads to [[Hovering Closures]] and [[Anticipation]]. This can also let players engage in [[Tactical Planning]] in the form of4 KB (559 words) - 23:29, 16 May 2011