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  • == Using the pattern == ...ive Action Roleplaying Games|LARPs]] do - these can be the same thing. The pattern is most typically achieved through [[Tiles]] for [[Game Worlds]] while mark
    3 KB (503 words) - 10:22, 24 August 2012
  • ...on players' ability to influence each other include [[Intrigue]] and [[So Long Sucker]]. Less aggressive, [[Container]] and [[Settlers of Catan]] are exam == Using the pattern ==
    4 KB (605 words) - 15:57, 8 February 2019
  • ''Support for individual players to be able to decide how long their play sessions should be without negatively affecting the outcome or g ...over several play sessions. Players may have different preferences on how long these should be, and individual players may change their preferences from p
    6 KB (873 words) - 14:48, 19 March 2018
  • Players of any game may have preferences on how long the game should take to complete, and this may change between each time the ''Note: This pattern is based upon the [[Underlying_Assumptions_and_Concepts#Game Sessions|Game
    6 KB (901 words) - 14:47, 19 March 2018
  • ...he characteristics that affect is people are willing to play a game is how long time they will have to commit to for its gameplay. Games where the players ...rounds to play, they also explicitly state that players can change this as long as all players agree upon this before the game starts.
    4 KB (592 words) - 07:04, 14 April 2022
  • == Using the pattern == ...] is one of the most accessible ways of creating [[Pervasive Gameplay]] as long as the speed of moving can fit within what is socially acceptable.
    5 KB (614 words) - 10:44, 26 July 2016
  • == Using the pattern == ...ert the pattern in a game. [[Time Limits]] can be used to restrict for how long players have to be able to maintain a certain activity and thereby the requ
    5 KB (707 words) - 08:07, 8 August 2015
  • == Using the pattern == ...equire [[Extended Actions]], and making the events continuously trigger as long as players perform the [[Extended Actions]] of being in the proximity. Whil
    5 KB (652 words) - 09:43, 23 October 2012
  • == Using the pattern == ...[Social Adaptability]] can also be supported by letting players decide how long the game should take; [[Negotiable Game Sessions]] and [[Negotiable Game In
    9 KB (1,432 words) - 10:25, 13 July 2015
  • ...[[Scenes]], many [[:Category:Computer Games|Computer Games]] exhibits the pattern also. [[:Category:Adventure Games|Adventure Games]] are among those that mo == Using the pattern ==
    6 KB (846 words) - 09:33, 26 June 2016
  • ...telling them what they need to know before gameplay begins. Likewise, the long-term consequences of actions and events may not be clear to players and [[S == Using the pattern ==
    4 KB (560 words) - 07:56, 23 October 2014
  • ...provinces, incorporating vassals, and breaking royal marriages. Due to the long time scale of the games the modifiers decrease over time with different rat == Using the pattern ==
    4 KB (537 words) - 19:50, 14 August 2014
  • == Using the pattern == ...r scarcity or abundance is often critical to how they affect gameplay. The pattern [[Limited Resources]] looks in more detail into the cases where individual
    19 KB (2,668 words) - 13:27, 1 April 2022
  • ...rees of players leaving a game when they perceive that they cannot win but long before the gameplay is intended to end. This is called "ragequitting" when == Using the pattern ==
    4 KB (617 words) - 06:40, 27 August 2021
  • == Using the pattern == ...players regarding their [[Scores]]. It is commonly used in games with the pattern [[Winner determined after Gameplay Ends]].
    3 KB (504 words) - 14:14, 26 July 2016
  • [[Intrigue]] and [[So Long Sucker]] are games that are noted for causing players to become irritated a == Using the pattern ==
    8 KB (1,131 words) - 09:17, 21 September 2016
  • ''The event which makes a player no long able to participate in the gameplay of a game instance.'' == Using the pattern ==
    4 KB (578 words) - 09:05, 21 September 2016
  • ...e]] and [[World of Warcraft]] have some players beginning to play the game long after others have stopped playing. == Using the pattern ==
    4 KB (503 words) - 19:44, 2 July 2015
  • ...g "develop" and "settle" phases even if they cards played are not the best long-term investments. == Using the pattern ==
    4 KB (604 words) - 08:10, 8 August 2015
  • ...ng the exact positions of the other players' piece. [[Diplomacy]] and [[So Long Sucker]] both depend on players not knowing how well they can trust other p == Using the pattern ==
    6 KB (805 words) - 12:04, 26 August 2021

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