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  • ''The extra-game action of removing a player from game instances.'' ...ame facilitators can enforce that offending players do not play anymore, [[Player Kicking]] them, in order to be able to continue with the gaming activity.
    6 KB (883 words) - 14:44, 19 March 2018
  • ...h each other. The [[Handles]] are also used to let players find friends to player together with, something especially important in cooperative games such as ...ntrolled by the game system (or [[Game Servers]]) or be informally done by player agreement. When [[Avatars]] and [[Handles]] exist in games, [[Handles]] are
    7 KB (1,077 words) - 09:16, 21 September 2016
  • ...n [[Chess]], either as "optional goals" when any piece is threatened or as enforced goals when one's king is checked. ...ghost move from having [[Capture]] goals to having [[Evade]] goals if the player gets hold of a power pill.
    8 KB (1,120 words) - 08:57, 8 March 2023
  • ...]] used. Some games have [[Steadily Decreasing Resources]] even if not all actions require use of [[Resources]] if over time one can guarantee that they will
    4 KB (671 words) - 08:49, 11 October 2022
  • ...ave many was of receiving input from players are providing output of their actions and other game events. One of these ways is through text, and often the int ...he [[Chat Channels]]. Using [[Illocutionary Interfaces]] dictate that some actions need to be able to be sent through them and this can be mapped to [[Canned
    9 KB (1,237 words) - 10:40, 25 July 2014
  • ...rs to view and interpreting players' activities to determine with gameplay actions will take place. Games that do this have [[Mediated Gameplay]]. ...for players to know what this game state is and what the effects of their actions have been. Making computerized version of [[:Category:Board Games|Board Gam
    10 KB (1,396 words) - 09:02, 31 July 2015
  • ...y the words that one of the members tries to draw within a time limit. The player drawing is not allowed to speak so all communication needs to be through th ...Information]] about the game state to each other. The latter is typically enforced by [[Limited Communication Abilities]] but some form of [[Communication Cha
    11 KB (1,503 words) - 13:37, 1 April 2022
  • ...lay where players social abilities affect how well they succeed with their actions.'' ...ules for how actions are performed, others have actions where how well the actions are performed depend more on how they are perceived by other players they a
    4 KB (605 words) - 15:57, 8 February 2019
  • ...ombie Lane]] only lets players weakly interact with each other and have no enforced winning conditions so players can play them for as long as they wish motiva ...l gameplay experience. The minimum amount of time or actions required of a player can be affected by [[Difficulty Levels]] while [[Speedruns]] make a goal of
    6 KB (901 words) - 14:47, 19 March 2018
  • [[Category:Player Patterns]] ...categories for gamers that do have aspects of social roles, these describe player preferences. The pattern described here looks at how gameplay features can
    12 KB (1,649 words) - 07:03, 8 April 2022
  • [[Category:Player Patterns]] ...Games]] such as [[Pac-Man]] or [[Space Invaders]] do this by being single-player games where players compete against previous players for positions on high
    7 KB (998 words) - 10:24, 13 July 2015
  • [[Category:Player Patterns]] ''The case where the identity of a player of a game is not known to other players.''
    3 KB (446 words) - 10:21, 13 July 2015
  • ''The case when a player cannot be certain on the reliability of information he or she has.'' [[Battleship]] and [[Stratego]] both depend on a player not knowing the exact positions of the other players' piece. [[Diplomacy]]
    6 KB (805 words) - 12:04, 26 August 2021
  • ...may be due to technological reasons, having to wait for other players, or enforced waiting periods due to game effects. Having to wait for the other player to make his or her move in [[Chess]] or [[Go]] is an example of [[Downtime]
    9 KB (1,216 words) - 13:23, 27 August 2015
  • ...have a chance of influencing gameplay or the overall outcome of a game. [[Player Augmentations]] are improvements to players' abilities to perform that are ...master]] can let player characters have greater chances of succeeding with actions simply by ruling that they have a greater chance.
    4 KB (554 words) - 15:16, 21 March 2018
  • ...ey do inform players about game elements are in fact triggered by specific actions by players rather than game state configurations. Stronger examples can be ...ame states while [[Algorithmic Agents]] and [[Mules]] can perform gameplay actions as [[Automated Responses]].
    4 KB (624 words) - 09:31, 15 July 2016
  • ...itiated by either that player or the system, or where the execution of the actions are performed together.'' ...m as it is being executed. Games that do either of these two things have [[Player/System Action Composites]].
    4 KB (506 words) - 21:20, 5 July 2015
  • ...nctions rely on [[Friend Lists]], i.e. lists with the other players that a player has indicated can be important or relevant for their own gameplay. ...join the same game instances or together set up new game instances. Single player games such as [[Farmville]] or [[Candy Crush Saga]] also make use of [[Frie
    5 KB (714 words) - 11:39, 13 July 2015
  • ''Agents or game elements that use their actions to work towards the same common goal or goals.'' ...t it, and also often have several different game elements that can perform actions. When either of these two groups are given common goals that they can toget
    16 KB (2,156 words) - 12:11, 19 March 2018
  • ...can commit to building a railway line between cities. Once committed, the player will at the end of the game either receive a certain amount of points if su ...s]] (or more correctly [[Agents]]), e.g. if they engage in [[Collaborative Actions]] where failure leads to [[Shared Penalties]]. [[Negotiation]] can be allow
    7 KB (1,095 words) - 15:23, 19 March 2018

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