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  • ...the guesses as experiments. The abstract game [[Zendo]] require players to set up arrangements of different colored pyramids to extrapolate the correct ar The [[Incredible Machine game series]] lets players use a limit set of objects such as pipes, bowling balls, cats, candles, ropes, and balloons
    10 KB (1,366 words) - 07:57, 11 August 2016
  • Knowing how to set up their part of game instances with [[Heterogeneous Game Element Ownership
    8 KB (1,150 words) - 11:16, 21 March 2018
  • ...yers to engage in [[Tactical Planning]] but so can also the opportunity to set up one. [[Time Limits]] and [[Real-Time Games]] can make [[Tactical Plannin
    11 KB (1,519 words) - 07:40, 27 August 2021
  • ...]] which provide challenges to the players even though they have a limited set of behaviors. Later games like the first-person shooter [[Doom series]] and ...the possibility of using [[Alarms]], either as [[Traps]] which players can set off or to give players the [[Preventing Goals]] of hindering the [[Enemies]
    22 KB (3,194 words) - 08:51, 11 October 2022
  • ...uedo]], [[Monopoly]], and [[RoboRally]], require the players themselves to set up and move game pieces and, if they wish to break gameplay into several di Games that can be set up in various ways, e.g. [[Configurable Gameplay Areas]] for games with [[R
    14 KB (2,080 words) - 19:27, 31 July 2015
  • ...n of [[Quarters]]. Although only modifying value in the game state or rule set instead of changing the rules, [[Difficulty Levels]] can be considered anot ...in that they require players to make [[Player-Created Characters]] in the set-up phase of game sessions and these typically require many choices related
    39 KB (5,769 words) - 08:28, 27 August 2021
  • ...s]] with [[Predetermined Story Structures]] but may annoy players that are set on gameplay which is tightly coupled to the narration. ...d especially [[Surprises]] in them) with this pattern even if [[Selectable Set of Goals]] linked to ending can motivate replays for each possible ending.
    28 KB (3,879 words) - 09:27, 10 March 2018
  • ...[[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] set in fantasy or historical setting go a step further, requiring people partic ...elements that balance the game using a [[Evolving Rule Sets|Evolving Rule Set]], although this may also require that old elements are passed out as well.
    9 KB (1,314 words) - 12:20, 25 April 2018
  • ...them as specific games compared to others. However, many games also have a set of associated [[Optional Rules]]. These can be ones that groups of players The [[Civilization series]] allows players to set options before gameplay begins to, among other things, control how barbaria
    8 KB (1,206 words) - 21:07, 5 July 2015
  • [[Category:Set-up Patterns]] ...like [[Drachen Delta]], [[RoboRally]], and [[Space Alert]] can let players set up the sequence of future actions through the placing cards in particular o
    8 KB (1,222 words) - 16:09, 23 July 2016
  • ...Gathering]] are [[Multiplayer Games]] where every player own parts of the set of allowed game elements, and when some players wish to play each of these
    30 KB (4,181 words) - 13:39, 1 April 2022
  • ...be caused both because new players can have advantages, e.g. having a full set of [[Resources]] in games with [[Steadily Decreasing Resources]], or disadv
    10 KB (1,520 words) - 07:32, 21 August 2015
  • ''Choices players need to make that either set their own individual gains against each others or against the gains of a so
    12 KB (1,731 words) - 07:28, 8 April 2022
  • ...ng each puzzle as its own game, several puzzle games where players need to set up the game and then see it resolve can be seen as [[Zero-Player Games]], e ...set to create [[Emergent Gameplay]] to achieve interesting choices in the set-up phase.
    7 KB (1,098 words) - 15:08, 19 March 2018
  • ...table expression of [[Emotional Attachment]]; this can be part of the rule set for [[Algorithmic Agents]] for [[Agents]] that are not controlled by humans ...equences]] provides a [[Freedom of Choice]] and can support a [[Selectable Set of Goals]] or [[Optional Goals]].
    9 KB (1,245 words) - 16:04, 3 October 2016
  • Even if [[Predetermined Story Structures]] can help set up [[Character Defining Actions]] as noted above, they may also oppose them
    11 KB (1,564 words) - 12:37, 4 August 2015
  • ...ually turn into [[Perfect Information]] as players can merge the different set of information into one complete view. Similarly, the [[Detective Structure
    8 KB (1,056 words) - 09:21, 10 March 2018
  • ...ies]] where they provide quick communication functionality about a limited set of subjects. An added bonus to such systems is that they by being presented ...suitable for creating [[Internal Conflicts]], partly since they can easily set different goals against each other as options for the next utterance to say
    12 KB (1,618 words) - 09:49, 30 July 2014
  • ...possible, which comes down to defining a [[Limited Set of Actions]]. This set of actions may be enough to sustain the intended behavior if the only inter ...are set earlier (typically through [[Action Programming]] from a [[Limited Set of Actions]]) and then enforced.
    10 KB (1,402 words) - 12:00, 20 March 2018
  • ...oice is if one can only be member of one of these (creating a [[Selectable Set of Goals]]) or if multiple memberships are possible. For each [[Factions|Faction]] used in a game, there need to be a set of [[Diegetic Social Norms]] define which regulate what is actions are acce
    12 KB (1,730 words) - 07:21, 6 May 2022

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