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  • [[Category:Computer Games]] [[Category:Action Games]]
    627 bytes (73 words) - 10:28, 18 January 2015
  • [[Category:Computer Games]] [[Category:Action Games]]
    814 bytes (108 words) - 16:44, 27 March 2011
  • Roleplaying games [[Dungeons and Dragons]] and [[Hârnmaster]] make intense use of [[Tools]], ...ny computer games, including [[Left 4 Dead series]], [[Torchlight]], and [[World of Warcraft]]. While also doing this, [[Minecraft]] and the [[Team Fortress
    11 KB (1,582 words) - 07:36, 19 May 2022
  • ...me items within game worlds through actions. By allowing these activities, games explain how the items come to be in the worlds as well as offer players the ...]] such as [[Entropia Universe]], [[Eve Online]], [[Ultima Online]], and [[World of Warcraft]]. Here, players can craft weapons, armor, and tools depending
    7 KB (990 words) - 08:12, 17 June 2022
  • [[Game Items]] play larger roles in [[:Category:Roleplaying Games|Roleplaying Games]] such as [[Dungeons and Dragons]] and [[GURPS]], both as rewards and as wa ...on Roleplaying Games|LARPs]] also put much emphasis on [[Game Items]]. For games such as [[1942 – Noen å stole på]] and [[Dragonbane]], players need to
    13 KB (1,846 words) - 07:26, 9 August 2022
  • ...venture game [[Another World]] forces players to explore a dangerous alien world where any wrong movement can lead to the triggering of some sort of [[Traps Games which consist of exploring dungeons, e.g. [[Dungeons & Dragons]], [[NetHack
    11 KB (1,586 words) - 08:04, 27 July 2015
  • ...stacles]] are locked doors that require keys of various kinds. Examples of games that have this include [[The Legend of Zelda series]], the [[Doom series]], ...cles]] as hindering [[Movement]] or [[Line of Sight]], but letting players open or create the [[Warp Zones]] during gameplay, as is the characteristic game
    11 KB (1,595 words) - 13:40, 26 March 2018
  • Games are typically set in some world but it is either for gameplay purposes or production purposes seldom worthw ...example, by using bombs to blow away blocking boulders and special keys to open the locked doors. The [[Super Mario series]] has similar structures, but ma
    14 KB (2,120 words) - 12:31, 1 September 2016
  • ...m other, often less detailed, areas, so that an illusion of a greater game world can be created. Typically game designs try to steer players so that they do ...in the [[Portal series]] does this as well to give an illusion of a larger world than the players can actual enter.
    6 KB (839 words) - 07:14, 3 August 2015
  • ...ors that could only be reached by quickly moving some distances within the games. Both the [[Elder Scrolls series|Elder Scrolls]] and makes use of [[Switche ...designer precise ways of knowing when players perform specific actions in games, especially when they can only be used once. This can be used to know when
    6 KB (850 words) - 13:50, 21 July 2016
  • ''That the characters and objects depicted in a game world are thematically consistent, as is their behavior.'' ...life and modeling them with [[Thematic Consistency]] can result in popular games or toys. Even though not all aspects are realistic, e.g. aliens and ghosts
    23 KB (3,301 words) - 09:05, 8 April 2022
  • [[Category:Computer Games]] [[Category:Open World Games]]
    585 bytes (68 words) - 14:51, 5 May 2011
  • ''Characters in games that are under players' direct control or represent the players role in the While fictional individuals in games may have abstract qualities that make them into characters, not all are con
    11 KB (1,483 words) - 08:39, 8 April 2022
  • The actions in multiplayer versions of [[:Category:FPS Games|First-Person Shooters]] such as the [[Quake series]] or the [[Team Fortress ...easy for players to understand how they can affect the game state or game world through their actions, which in turn can be wanted to make the players have
    15 KB (2,228 words) - 16:05, 3 October 2016
  • ...on that they have a large amount of freedom in where to go to in that game world. ...iews of how test areas are configured, both which creates an [[Illusion of Open Space]]. This is augmented by players sometimes being able to reach the obs
    6 KB (887 words) - 07:02, 3 August 2015
  • Some games let players alternate between self-propelled movement and using vehicles. [ ...ical takeoffs and landing aircraft. [[Halo: Combat Evolved]] and the other games in the [[Halo series]] have several areas designed to using the ''Warthog''
    4 KB (601 words) - 13:53, 21 July 2016
  • ''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
  • Many games have different sets of actions possible for different players. The actions ...vely Multiplayer Online Games|Massively Multiplayer Online Games]], e.g. [[World of Warcraft]].
    20 KB (2,786 words) - 12:50, 18 March 2018
  • Some games do provide players with a common pool of possible actions from which each p ...ure as [[Puerto Rico]] but in [[:Category:Card Games|Card Games]]. All the games put small bonuses on role not selected to increase the likelihood that they
    6 KB (883 words) - 08:56, 4 September 2014
  • ''Quests whose completion provides the main winning condition of games.'' ...uctured around the fulfillment of quests. They often tie the main parts of games' stories to gameplay and provide frameworks for smaller quests.
    5 KB (737 words) - 09:09, 8 March 2023

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