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  • [[Category:Games]] [[Category:Card Games]]
    782 bytes (98 words) - 17:14, 14 July 2014
  • ''Note: It can be argued if [[:Category:Puzzles|Puzzles]] are games or not.'' ...kipedia [http://en.wikipedia.org/wiki/Jigsaw_puzzle entry] for the type of puzzle.</ref>
    601 bytes (75 words) - 19:54, 14 March 2011
  • ...rules and specifics of game states to be able to make these choices. Those games that do have [[Memorizing]] as a gameplay mechanic and this may concern bot ...d hands other players can have. Although not forbidden by the rules of the games, casinos have rules that forbid card counting and ban players who are ident
    10 KB (1,464 words) - 11:28, 9 March 2018
  • Many games tell stories as part of playing them. While this can be done through cutsce ...ironmental Storytelling]] to provide [[Predetermined Story Structures]] in games, it may be worth considering to combine this with other ways, e.g. [[Cutsce
    6 KB (931 words) - 06:55, 3 August 2015
  • [[Category:Games]] [[Category:Computer Games]]
    533 bytes (66 words) - 19:47, 30 March 2011
  • [[Category:Computer Games]] [[Category:Puzzle Games]]
    536 bytes (63 words) - 21:57, 2 April 2011
  • ...originating as computer-based games, but for [[:Category:Board Games|Board Games]] such as [[Risk]] and [[Pandemic]] it is of course noticeable since the bo ...hose done on combat maps), and the same applies to movement in text-based games such as the [[Zork series]] or [[Kingdoms]]. If this is noticeable to playe
    12 KB (1,811 words) - 13:54, 21 July 2016
  • [[Category:Games]] [[Category:Computer Games]]
    634 bytes (74 words) - 22:07, 7 April 2011
  • ...t they have tangible presence. Things in games that have this within their games worlds are [[Diegetically Tangible Game Items]]. ...(e.g. stacking them) and this can be used to require player to engage in [[Puzzle Solving]]. However, [[Diegetically Tangible Game Items]] can also allow pla
    5 KB (734 words) - 16:42, 11 September 2014
  • ...ovided, they may know what the goals are but not how to reach them, or the games may be designed so figuring out what the goals are is part of the gameplay. ...resent in the [[Elder Scrolls series]]. Signs are also used in most racing games, e.g. the [[Gran Turismo series]], the [[Need for Speed series]], and the [
    13 KB (1,835 words) - 13:36, 21 July 2016
  • ...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]], ...]], provide the necessary building blocks for creating a spatial form of [[Puzzle Solving]].
    11 KB (1,595 words) - 13:40, 26 March 2018
  • ''Powerful enemies players have to overcome to reach goals in games.'' ...llowing players to experience that they have reached closure points in the games, the abilities of [[Boss Monsters]] often also requires them to play differ
    9 KB (1,234 words) - 12:01, 20 March 2018
  • ...e difficulties realizing where interesting gameplay possibilities exist in games. When game designers wish to make it easier, but not completely obvious, to ...Giant Bomb for more examples<ref name="Giant Bomb"/>. While many of these games let bodies disappear after a while as a form of temporary [[Traces]], steal
    9 KB (1,287 words) - 13:51, 21 July 2016
  • ...able positions as well as control or explore game areas. In computer-based games it can give players feelings of speed and vertigo. The early computer-based games [[Spacewar!]] and [[Asteroids]] both allow players to move spaceships by ro
    14 KB (1,934 words) - 07:44, 3 August 2022
  • [[Category:Games]] [[Category:Board Games]]
    611 bytes (71 words) - 16:31, 3 June 2011
  • [[Category:Games]] [[Category:Board Games]]
    643 bytes (74 words) - 17:53, 1 June 2011
  • [[Category:Games]] [[Category:Computer Games]]
    650 bytes (75 words) - 09:30, 5 June 2011
  • [[Category:Games]] [[Category:Computer Games]]
    445 bytes (46 words) - 09:31, 5 June 2011
  • Many games have different sets of actions possible for different players. The actions ...[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]], e.g. [[World of Warcraft]].
    20 KB (2,786 words) - 12:50, 18 March 2018
  • ...the game elements controlled by players. [[Lives]] is a design feature in games where such a "death" does not automatically result in their game sessions e [[Counter-Strike]] can be regarded as a multiplayer [[:Category:FPS Games|First-Person Shooter]] that makes explicit use of [[Lives]]. Here, players'
    8 KB (1,237 words) - 11:31, 18 October 2022

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