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- ...ccess Rewards|Access Reward]] (this requirement is most often completing a goal in the previous [[Levels|Level]]). The same goes for [[Transport Routes]], One main use of [[Inaccessible Areas]] is to make [[Game Boards]], [[Game Worlds]],14 KB (2,120 words) - 12:31, 1 September 2016
- ...of Surroundings]], [[Character Development]], [[Emotional Attachment]], [[Goal-Driven Personal Development]], [[Initiative]], [[Open Destiny]], [[Own Agen ...etic themes. For this reason, having [[Diegetic Communication]] is often a goal when wanting to have [[Thematic Consistency]]. [[Invisible Walls]] are inte23 KB (3,301 words) - 09:05, 8 April 2022
- ...ritory: Quake Wars]] gameplay typically revolve around controlling certain goal areas which also are [[Strategic Locations]]. ...ocate the locations even when they cannot be directly observed through the main game interface.9 KB (1,144 words) - 10:26, 1 December 2022
- [[Category:Goal Patterns]] ''The goal of being able to perform a specific ability to a certain level of competenc7 KB (989 words) - 09:33, 8 April 2022
- [[Category:Goal Patterns]] ''Quests which are optional to a game's main quest structure.''4 KB (479 words) - 15:44, 6 August 2015
- [[Category:Goal Patterns]] ''Quests whose completion provides the main winning condition of games.''5 KB (737 words) - 09:09, 8 March 2023
- ...and the [[Unreal Tournament series]], have [[Player Killing]] as the main goal. The more other players that a player manages to take out, the more points9 KB (1,402 words) - 08:44, 11 August 2015
- ...reason for having [[Player Elimination]] is that the [[Last Man Standing]] goal can be based upon it - players win by being the last surviving player in th ...liminations of the player themselves. Either this consists of the explicit goal to [[Eliminate]] players or that players can fail in [[Survive]] goals, and11 KB (1,534 words) - 13:01, 25 August 2022
- ...the game board in [[Chess]] is one of the main strategies in the game. The goal of [[Go]] is to have efficient [[Area Control]] over as much of the board u ...[[Continuous Goals|Continuous Goal]] and [[Interferable Goals|Interferable Goal]] to [[Guard]] a location; maintaining control over several areas changes t10 KB (1,524 words) - 08:42, 3 September 2016
- ...ls]] both modulates and is in conflict with [[Invulnerabilities]]. The two main design choices regarding [[Achilles' Heels]] is who has them and what is re ...If or when they are revealed, protecting them becomes a form of [[Evade]] goal.6 KB (827 words) - 20:53, 26 March 2018
- [[Category:Goal Patterns]] ...nsists of many minigames, which are played sequentially to progress in the main game, and can be considered [[Polyathlons]] since they each require differe5 KB (646 words) - 07:42, 23 February 2023
- ...discarding a card (except when emptying their hands in some versions). The goal of [[Uno]] is to get all ones cards into the [[Discard Piles|Discard Pile]] ...to modulate the use of [[Decks]]. When given explicit rules, there are two main design choices related to designing [[Discard Piles]]: should they be open7 KB (1,038 words) - 12:04, 20 March 2018
- ...game that uses [[Puzzle Solving]] as small challenges interjected into the main gameplay. ...his not to easy or difficult to do. This means that a [[Gain Information]] goal is the core of [[Puzzle Solving]] activities.10 KB (1,480 words) - 08:21, 6 May 2022
- [[Category:Goal Patterns]] ...s of [[Races]]. The winning conditions for these are easy to describe: the goal is to be the first person to pass a certain distance marker, and this is to12 KB (1,789 words) - 07:50, 27 September 2016
- [[Category:Goal Patterns]] ''The goal to try to move a game element from one position in a game world to another12 KB (1,839 words) - 07:47, 20 May 2022
- ...n addition hide information in [[Mini-maps]] for games that use these. Two main design choices exist for [[Fog of War]]: how is it dispersed and is it divi ...ructure gameplay activity, it is in fact a [[Guard]] or [[Reconnaissance]] goal. Needing to consider [[Fog of War]] in these ways affect how players can an8 KB (1,176 words) - 10:44, 16 July 2016
- [[Category:Goal Patterns]] ...e [[Enemies]] have [[Stealth]] goals (not caring about detection being the main counter reason), and when this occurs the [[Reconnaissance]] and [[Stealth]8 KB (1,105 words) - 13:49, 26 March 2018
- [[Category:Goal Patterns]] ''The goal of freeing someone or something that is guarded or otherwise not free to mo6 KB (827 words) - 08:58, 8 March 2023
- [[Category:Goal Patterns]] ''The goal to avoid being captured or hit.''8 KB (1,120 words) - 08:57, 8 March 2023
- [[Category:Goal Patterns]] ''The goal to hinder other players or game elements from accessing particular gameplay6 KB (915 words) - 12:47, 18 October 2022