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- ...ng Games]] and [[:Category:Live Action Roleplaying Games|LARPs]], the main goal can be to perform interesting portrayals of characters or create interestin5 KB (687 words) - 09:42, 21 September 2016
- ...nd presenting the state of the [[Game Worlds|Game World]] is typically the main responsibility for any game with a diegetic setting. The mediation makes it ...odify [[Mediated Gameplay]] since [[Social Interaction]] is often a design goal for games. For [[Enactment]], [[Mediated Gameplay]] typically limits the ex10 KB (1,396 words) - 09:02, 31 July 2015
- The design goal of [[Diegetic Communication]] is often not to make it the only form of comm ...aving this as [[Diegetic Communication]] is in contrast seen as one of the main features of the gaming style. For this type of gaming [[Meta-Techniques]] s5 KB (634 words) - 07:44, 17 July 2019
- As a special type of [[Mandatory Goals]], [[Main Goals]] can have the same relations to [[Narration Structures]] as [[Mandat ...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.13 KB (1,813 words) - 09:15, 8 March 2023
- ...it is typically made present in a game through specific subpatterns. Third main sources for [[Uncertainty of Outcome]] can be pointed out. First, uncertain There are some other reasons why [[Uncertainty of Outcome]] can be a design goal in a game. One such reasons is to either make [[Betting]] possible or to ma4 KB (539 words) - 12:35, 25 August 2021
- ...istance of each other in these games they tend to engage in combat, so the main effect might be in trying to get close to the perceived leader. [[Beat the Leader]] is a [[Mutual Goals|Mutual Goal]] against a perceived leader and a player-controlled [[Negative Feedback Lo6 KB (905 words) - 13:31, 6 April 2018
- ...the game. The last case is shows how [[Scores]] can be part of defining [[Main Goals]] and how [[Scores]] can often create [[Races]] (but see [[King of th While increasing one's [[Scores|Score]] can be a goal in itself, games sometimes provides [[Rewards]] for reaching certain [[Scor13 KB (1,881 words) - 09:25, 8 March 2023
- ...ame Worlds]]. Which [[Resources]] to place and where to place them are the main design choices in focus when using [[Resource Locations]]. ...oration]]. Being able to access them provides a form of [[Gain Ownership]] goal, especially if this is contests by other players. Making most efficient use4 KB (597 words) - 10:31, 29 July 2015
- ''The goal of eliminating a whole team from gameplay.'' [[Team Elimination]] is the goal to remove all members of a team from gameplay.2 KB (338 words) - 14:05, 11 August 2015
- ...ts or game elements that use their actions to work towards the same common goal or goals.'' The main consequence of [[Teams]] is to cause [[Agents]], [[Avatars]], or [[Characte16 KB (2,156 words) - 12:11, 19 March 2018
- [[Category:Goal Patterns]] ...ve in the [[Endgame]] phase. This may mean that they should not connect to main story lines in a game since these may already be finished. Further, they ma3 KB (440 words) - 08:24, 23 February 2023
- [[Category:Goal Patterns]] The main reason for introducing [[Companion Quests]] in games is to provide [[Predet3 KB (361 words) - 16:12, 3 October 2016
- ...aving to affect the game state when players gain them. The existences of [[Goal Achievements]], [[Grind Achievements]], [[Handicap Achievements]], and [[Te ...rovided as extra [[Rewards]] that is not for the players that received the main [[Rewards]].11 KB (1,541 words) - 14:32, 17 March 2018
- ...that enable players to perform new actions or existing actions better. The main difference between [[Facilitating Rewards]] and [[Access Rewards]] is that ...acilitating Rewards]] can affect the [[Dynamic Goal Characteristics]] of a goal.4 KB (546 words) - 14:35, 17 March 2018
- ...ated to making players explore the possibilities of the game — but [[Goal Achievements]], [[Grind Achievements]], and [[Handicap Achievements]] add v ...ers]] typically also have issues with [[Value of Effort]] since the design goal described by those patterns typically require solutions that affect how sta13 KB (1,923 words) - 13:12, 1 April 2022
- ...state, so their use is motivated by various needs related to this and the main challenge in designing them is to determine how they show be shown and when ...automatically. [[Achievements]], [[Alignment]] and [[Connection]] goals, [[Goal Achievements]], and [[Increasing Rewards]] may not explicitly present thems6 KB (814 words) - 09:05, 21 September 2016
- ..., people try to affect a game state through gameplay actions to reach some goal. Players have [[Unwinnable Game States]] when there exists goals which lets ...a wiki page for a similar concept, [http://tvtropes.org/pmwiki/pmwiki.php/Main/Unwinnable Unwinnable].3 KB (478 words) - 08:52, 21 September 2016
- [[Category:Goal Patterns]] ...irements can change. Goals with changing requirements are called [[Dynamic Goal Characteristics]].7 KB (1,015 words) - 08:40, 23 February 2023
- [[Category:Goal Patterns]] ...yers be provided with goals during gameplay as they progress through the [[Goal Hierarchies]].11 KB (1,616 words) - 07:50, 23 February 2023
- [[Category:Goal Patterns]] ...it sets up other players of the game to work against the completion of the goal. Such sets of goals that cannot be completed at the same time are [[Incompa7 KB (1,016 words) - 09:35, 1 December 2022