Search results

Jump to: navigation, search
  • ''Obstacles in game worlds that limit the players' movement, but not vision.'' ...Even so, game designers may wish to show players somewhat more of the game worlds than is playable. One way of achieving this is to put up [[Invisible Walls]
    6 KB (839 words) - 07:14, 3 August 2015
  • ''Game elements that players can use to activate events or actions in game worlds.'' Buttons and levers on the walls are [[Switches]] used to open doors, walls, and sections of the floor in the early first-person [[:Catego
    6 KB (850 words) - 13:50, 21 July 2016
  • ...[[Diegetic Consistency]] in not being diegetically present in those [[Game Worlds]]. [[Invulnerabilities]] of diegetic individuals and items can easily work ...t may be necessary to do this through having [[Procedurally Generated Game Worlds]] that also generate the game objects within them.
    23 KB (3,301 words) - 09:05, 8 April 2022
  • ...be set through [[Predetermined Story Structures]] or should they have an [[Open Destiny]], and, related to this, should their exist [[Character Defining Ac Interfaces can easily make player perceive [[Game Worlds]] differently from their [[Player Characters]] or [[Avatars]], thereby less
    11 KB (1,483 words) - 08:39, 8 April 2022
  • ''Areas in game worlds which can be used to block access to other areas.'' ...nts]] which can easily be used to hinder access to other parts of the game worlds.
    7 KB (1,018 words) - 12:17, 1 September 2016
  • ''Game worlds that appear to have more playable areas than they do.'' ...that the game worlds are larger, one option is to create an [[Illusion of Open Space]]. As long as this illusion can be maintained, players can both have
    6 KB (887 words) - 07:02, 3 August 2015
  • ...pelled movement and using vehicles. [[Vehicle Sections]] are parts of game worlds specifically designed for the latter. Games with huge open worlds, e.g. the [[Grand Theft Auto series]] and the [[Battlefield series]] but al
    4 KB (601 words) - 13:53, 21 July 2016
  • ''Locations in game worlds suited for snipers.'' ...detect from where the attack came. [[Sniper Locations]] are places in game worlds that provide one or both of these advantages.
    7 KB (979 words) - 10:24, 1 December 2022
  • ''Open locations in game worlds that naturally or by design become battlegrounds.'' ...eplay locations can heavily influence how this can be done. [[Arenas]] are open areas which draws players into conflicts there, either because they contain
    4 KB (633 words) - 13:33, 21 July 2016
  • ...leged Abilities]] since these can access and modify game states and [[Game Worlds]] in ways players cannot. [[Entitled Players]] do the same but limit these. ...erform [[Game Time Manipulation]], being given [[Extra Chances]], having [[Open-Ended Die Rolls]], or the power to create [[Fudged Results]] are all exampl
    20 KB (2,786 words) - 12:50, 18 March 2018
  • ...t so in [[:Category:Tabletop Roleplaying Games|Tabletop]] due to the often open-ended narratives. Likewise, overarching quests may be present as story-tell ...ests]] are the main drivers of how players explore and move through [[Game Worlds]] and interact with [[Non-Player Characters]], it is also common to make al
    5 KB (737 words) - 09:09, 8 March 2023
  • ''Locations in game worlds where avatars, units, or enemies appear.'' ...ts appear in their game worlds. [[Spawn Points]] are locations in the game worlds which are distinguishable by these appearances, and they are often very inf
    6 KB (847 words) - 09:32, 21 September 2016
  • ...bjectives or goals. [[Conditional Passageways]] are the places in the game worlds that provide the blockage and these may be literal blockages, like a pile o ...s, defeat boss monsters or manipulate the environment in different ways to open doors. The [[Super Mario series]] requires players to collect stars to be a
    7 KB (999 words) - 08:26, 12 August 2015
  • ...should be able to use to indicate where they wish to interact with [[Game Worlds]] or [[Levels]] - what interactions they provide offers some options. Movea Given the freedom of focusing or trying to interact with any part of a [[Game Worlds|Game World]], [[God Fingers]] are the most suitable [[Focus Loci]] to make
    6 KB (896 words) - 12:35, 24 January 2021
  • ...areas. The [[Tomb Raider series]] also lets players push and pull boxes to open up areas or be able to reach otherwise unreachable ledges. Levels in [[Frog ...ds]] are less likely to represent moveable game elements ''inside'' [[Game Worlds]].
    7 KB (1,013 words) - 07:11, 3 September 2011
  • Like in the real world, not all game worlds are easy to move around in. When the problem of moving depends on a difficu ...e efficiently between all parts of the levels. The large sizes of the game worlds in the [[Assassin's Creed series|Assassin's Creed]], [[Elder Scrolls series
    9 KB (1,268 words) - 09:30, 15 July 2016
  • ''Game worlds created through algorithms.'' ...o overcome these problems; by having algorithms that can generate the game worlds and their content the actual process of doing so can be handed over to comp
    6 KB (880 words) - 21:48, 19 March 2018
  • ...by giving players a limited possibility to reroll unwanted results while [[Open-Ended Die Rolls]] allows more extreme result outside the range of the [[Dic ...or players, especially when they represent abstract actions or when [[Game Worlds]] are abstract (as for example in many [[:Category:Tabletop Roleplaying Gam
    7 KB (1,122 words) - 12:05, 20 March 2018
  • ...hey restrict the [[Movement]] of those herded while [[Arenas]] and [[Open Worlds]] can make them more difficult since unwanted [[Movement]] can occur in any ...they are herding to succeed with [[Herd]] goals, the pattern is likely to open up for [[Spatial Engrossment]]. That players have only [[Indirect Control]]
    7 KB (985 words) - 09:08, 11 October 2022
  • ...[[Easter Eggs]] can give purpose to carefully exploring [[Game Worlds]]. [[Open Destiny]] encourage players to replay games to see what variations in outco [[Open Destiny]],
    12 KB (1,735 words) - 07:55, 4 August 2022

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)