Search results
Create the page "Pattern" on this wiki! See also the search results found.
Page title matches
Page text matches
- == Using the pattern == ...litated Games]]. While mechanical and computer-based game varieties of the pattern can objectively ensure [[Irreversible Events]] they do not naturally provid20 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 h22 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 p7 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 without13 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 aesthet27 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 Pat1,021 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 Ag3 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 act3 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 Pat4 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