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  • == Using the pattern == ...litated Games]]. While mechanical and computer-based game varieties of the pattern can objectively ensure [[Irreversible Events]] they do not naturally provid
    20 KB (2,916 words) - 09:30, 23 August 2021
  • == Using the pattern == ...d Planning]] (especially when combined with [[Discard Piles]]). As for any pattern using [[Randomness]], [[Drawing Stacks]] can allow players to feel [[Luck]]
    9 KB (1,436 words) - 08:11, 17 June 2022
  • ...cters (the "Aim Assist" option in the game can be seen as a version of the pattern as well). == Using the pattern ==
    9 KB (1,232 words) - 08:07, 14 August 2016
  • == Using the pattern == New pattern created in this wiki.
    8 KB (1,148 words) - 09:26, 15 July 2016
  • == Using the pattern == New pattern created in this wiki.
    6 KB (828 words) - 20:14, 11 August 2016
  • == Using the pattern == New pattern created in this wiki.
    6 KB (837 words) - 08:33, 4 September 2016
  • This pattern is a still a stub. == Using the pattern ==
    1 KB (146 words) - 09:29, 30 July 2014
  • == Using the pattern == ...nflict with [[Exaggerated Perception of Influence]]. That being said, this pattern can mainly be instantiated in games in two ways. First, through affecting h
    22 KB (3,278 words) - 09:10, 21 September 2016
  • == Using the pattern == ...if players are likely to think they have higher chances than they do this pattern supports [[Exaggerated Perception of Influence]]. Players' possibility to p
    7 KB (1,024 words) - 15:30, 31 July 2015
  • == Using the pattern == ...]] to be able to affect one's environment is probably the most fundamental pattern needed to create the appearance of [[Agents]] in a game. This since without
    13 KB (1,900 words) - 08:18, 26 September 2016
  • ...tween the two, and this is not the case in those situations. However, this pattern is described to be useful regardless if an abstract representation exists a ...s]], the [[Pac-Man]] series, and the [[Bomberman series]] make use of this pattern, and this tradition is continued in many modern games following the aesthet
    27 KB (4,016 words) - 18:14, 9 August 2016
  • == Using the pattern == ...st cases, the lifetime of [[Units]] is governed by a [[Producer-Consumer]] pattern. For example in the [[Civilization (video game) series|Civilization series]
    23 KB (3,275 words) - 08:16, 21 September 2016
  • == Using the pattern == A rewrite of a pattern that was part of the original collection in the paper ''Gameplay Design Pat
    1,021 bytes (116 words) - 08:37, 6 December 2010
  • == Using the pattern == [[Awareness of Surroundings]] is a pattern applied to [[Enemies]] or [[Non-Player Characters]] run by [[Algorithmic Ag
    3 KB (463 words) - 20:25, 12 August 2014
  • Although only being weak examples of the pattern, non-player characters in [[Fallout New Vegas]] and [[Skyrim]] have differe == Using the pattern ==
    3 KB (396 words) - 21:44, 31 July 2014
  • Note: ''The pattern related to players being emotionally attached to the game is named [[Emotio == Using the pattern ==
    4 KB (587 words) - 21:50, 1 August 2014
  • ...hat they are care about the goals of their character. For this reason, the pattern does not have relations to narration patterns. It does not discuss how huma == Using the pattern ==
    6 KB (877 words) - 19:47, 14 August 2014
  • == Using the pattern == ...ms. Typically all games with [[Algorithmic Agents]] have some level of the pattern since these [[Agents]] need to be able to react to its environment with act
    3 KB (369 words) - 19:47, 14 August 2014
  • == Using the pattern == A rewrite of a pattern that was part of the original collection in the paper ''Gameplay Design Pat
    4 KB (580 words) - 15:27, 26 October 2015
  • == Using the pattern == ...can run into problems of having to many combinations, especially when the pattern is applied on many [[Characters]]. An alternative, which the [[Victoria 2]]
    11 KB (1,615 words) - 10:12, 13 May 2022

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