Search results

Jump to: navigation, search
  • [[Category:Goal Patterns]] ...s of [[Races]]. The winning conditions for these are easy to describe: the goal is to be the first person to pass a certain distance marker, and this is to
    12 KB (1,789 words) - 07:50, 27 September 2016
  • [[Category:Goal Patterns]] ''The goal to try to move a game element from one position in a game world to another
    12 KB (1,839 words) - 07:47, 20 May 2022
  • ...lts that indicate that a ranged attack while scatter and has an arrow that points out the direction of the scatter. ...([[GURPS]] does this in a couple of instances, probably due to the design goal of only relying on 6-sided [[Dice]]). One issue with using [[Dice]] to gene
    7 KB (1,122 words) - 12:05, 20 March 2018
  • [[Category:Goal Patterns]] ''The goal of moving one or more game elements to a location without directly interact
    7 KB (985 words) - 09:08, 11 October 2022
  • [[Category:Goal Patterns]] ''The goal to move and perform actions while remaining undetected.''
    9 KB (1,309 words) - 10:04, 13 May 2022
  • [[Category:Goal Patterns]] ''The goal of freeing someone or something that is guarded or otherwise not free to mo
    6 KB (827 words) - 08:58, 8 March 2023
  • [[Category:Goal Patterns]] ''The goal to hinder other players or game elements from accessing particular gameplay
    6 KB (915 words) - 12:47, 18 October 2022
  • ...being triggered by specific events in the narration as well as having as a goal a game state than is suitable for a next intended narrative event. ...part of a game design is initiated first (and [[Factions]] together with [[Goal Hierarchies]] are especially likely to create or affect [[Narration Structu
    13 KB (1,813 words) - 09:15, 8 March 2023
  • ...unit is given a number of action points at the beginning of a turn. These points are another form of [[Resources]] that pay for the actions of the units. ...ks. [[Scores]] can also be [[Resources]] if players can intentionally lose points as part of performing actions ([[Murano]] is an example of a game with this
    19 KB (2,668 words) - 13:27, 1 April 2022
  • [[Category:Goal Patterns]] [[Excluding Goals]] can easily be created by taking one goal and constructing [[Preventing Goals]] around it. For example, [[Reconnaissa
    7 KB (971 words) - 10:57, 18 March 2018
  • [[Complex Gameplay]] can be a design goal for several reasons in game, common ones being to provide [[Challenging Gam ...s]] stress learning specific combinations of actions and [[Budgeted Action Points]] highlights the necessity to choose between actions. [[Card Building]], [[
    17 KB (2,460 words) - 11:13, 21 March 2018
  • [[Category:Goal Patterns]] ...d out what goals the other players have while continuing to keep their own goal secret.
    6 KB (905 words) - 10:51, 17 March 2018
  • [[Category:Goal Patterns]] ...ince each player removed from the [[Competition]] clearly is a closure and points towards the next closure being more important, the pattern supports [[Highe
    4 KB (601 words) - 08:50, 4 August 2022
  • Team vs. team play in the [[Left 4 Dead series]] give points to the infected team based on how far they managed to traverse a level. Sin While increasing one's [[Scores|Score]] can be a goal in itself, games sometimes provides [[Rewards]] for reaching certain [[Scor
    13 KB (1,881 words) - 09:25, 8 March 2023
  • ...ettlers of Catan]] ends as soon as a player can show that he or she has 10 points. [[:Category:Racing Games|Racing Games]] such as [[Formula D]], [[Hare and ...esigned a goal which ends gameplay and declares the player who reached the goal the winner. Unlike [[Winner determined after Gameplay Ends]], [[Winning by
    4 KB (625 words) - 13:06, 20 August 2015
  • Another, which adds a consequence and possible goal to want to reach a [[Game Over]] event, is to use [[Winning by Ending Gamep ...sible is likely to create [[Extermination]] phases. Likewise, identifiable points in gameplay time when the risk of [[Game Over]] events increase markedly ca
    4 KB (578 words) - 09:05, 21 September 2016
  • ...rtain point where in becomes more important to focus on generating victory points. The easiest way to make [[Construction/Scoring Phase Shift]] possible in g ...y Engines]] can be seen as a form of [[Abstract Player Constructs]], or as goal requirement for which effects there should have. Building them are a form o
    4 KB (545 words) - 08:11, 21 September 2016
  • [[Category:Goal Patterns]] ''The goal of removing game elements from gameplay.''
    7 KB (885 words) - 11:51, 18 October 2022
  • [[Category:Goal Patterns]] ...ll players that have the same claim to the town receive the same amount of points.
    5 KB (667 words) - 18:39, 22 September 2015
  • ...aving to affect the game state when players gain them. The existences of [[Goal Achievements]], [[Grind Achievements]], [[Handicap Achievements]], and [[Te [[Experience Points]],
    11 KB (1,541 words) - 14:32, 17 March 2018

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)