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  • == Using the pattern == ...g as not the real world itself does not represent the [[Game Worlds]], the pattern implies a use of [[Mediated Gameplay]].
    29 KB (4,196 words) - 21:55, 19 March 2018
  • == Using the pattern == ...but buying chips for gambling games can be seen the oldest example of the pattern and instead relies on the fact that these games have [[Extra-Game Consequen
    6 KB (908 words) - 07:59, 8 August 2015
  • ...possibility of helping each other even if they are not in the same team as long as they are not directly in opposition. When the game does not provide mech ...tacks in [[Diplomacy]] can be successful without help from others, in [[So Long Sucker]] players need help from others and must convince them to rely on [[
    8 KB (1,230 words) - 23:34, 17 March 2018
  • ...he corresponding events in the real world and have to be completed not too long after the real world events end. [[CityVille]] also starts "combo counters" == Using the pattern ==
    11 KB (1,579 words) - 23:27, 17 March 2018
  • == Using the pattern == ...ce [[Limited Gameplay Time]] to ensure that the main game doesn't take too long time or that the [[Minigames]] don't take too much proportionally of the ti
    8 KB (1,141 words) - 15:51, 15 August 2016
  • ...llenges of [[Speedruns]] and those required by rules in racing games, this pattern make not distinction between the two as the design options between requirin == Using the pattern ==
    8 KB (1,193 words) - 08:20, 6 November 2019
  • ...ally consist of giving them long-term goals, even if they may primarily be long-term in the diegesis. This also applies for [[:Category:Live Action Rolepla ...video game) series|Civilization series]] encourage players to put together long-term plans for how their civilizations should develop. [[:Category:Multipla
    8 KB (1,142 words) - 16:39, 19 January 2018
  • == Using the pattern == ...rall, [[Evolving Rule Sets]] tend to give rise to [[Complex Gameplay]] and long as the rule set is sufficiently large; it does this either through forcing
    8 KB (1,257 words) - 12:01, 6 April 2018
  • ...ory:Real-Time Games|Real-Time Games]] instead uses [[Eliminate]]. For this pattern collection, [[Eliminate]] is seen as a more specific form of [[Capture]] du == Using the pattern ==
    11 KB (1,588 words) - 08:45, 4 August 2022
  • == Using the pattern == ...kill requirements to support [[Gameplay Mastery]] and can let players play long enough to develop it, this ability to train may make it difficult to provid
    15 KB (2,038 words) - 10:37, 23 November 2015
  • == Using the pattern == ...between people, independent of if it is just a particular game event or a long more open-ended encounter.
    7 KB (963 words) - 12:06, 19 March 2018
  • == Using the pattern == ...may also provide them with an [[Exaggerated Perception of Influence]]. As long as the gifts are being given to other players, they are a form of [[Social
    3 KB (460 words) - 11:37, 13 July 2015
  • ...st - they may be for social reasons or the hope of help in return - but as long as they don't automatically provide a benefit they may best be, or ought to == Using the pattern ==
    5 KB (783 words) - 15:39, 4 August 2015
  • == Using the pattern == ...ly because they want to have a certain number of players at all times, the pattern is commonly used in [[Massively Single-Player Online Games]] and [[Massivel
    8 KB (1,231 words) - 08:34, 18 January 2015
  • ...nly occur for a short period of time, although an ''Atari'' may persist as long as both players leave it. == Using the pattern ==
    4 KB (552 words) - 09:51, 24 January 2012
  • == Using the pattern == ...al world events affecting gameplay, which can be seen as a version of this pattern. Games with [[Pervasive Gameplay]] similarly more or less guarantee that ma
    5 KB (716 words) - 12:04, 14 March 2012
  • For the purpose of this pattern, the common ratio is assumed to be larger than 0 (progression shifting from == Using the pattern ==
    7 KB (950 words) - 10:31, 23 November 2015
  • ...is series]] can contain periods of intense warfare, but between these have long periods where players mainly set smaller independent goals for themselves a == Using the pattern ==
    9 KB (1,340 words) - 10:35, 18 March 2018
  • == Using the pattern == ...e [[Luck]] without requiring any other aspects of the game, this makes the pattern useful for modulate [[Quick Games]].
    7 KB (1,024 words) - 17:00, 8 July 2016
  • == Using the pattern == ...ach game session can be achieved through [[Reconfigurable Game Worlds]] as long as players do not have complete overview of the whole gameplay area, e.g. t
    10 KB (1,464 words) - 11:28, 9 March 2018

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