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  • == Using the pattern == ...ers feel that they have [[Gameplay Mastery]] and it can be argued that the pattern does make players have this since they need to play at their full abilities
    6 KB (780 words) - 14:01, 11 August 2015
  • == Using the pattern == ...([[Dance Dance Revolution series]] and the [[Rock Band series]]), but the pattern can be used more generalized in [[Turn-Based Games]] or simply any game whe
    12 KB (1,784 words) - 13:03, 6 September 2016
  • == Using the pattern == New pattern from the paper ''Exploring Aesthetic Gameplay Design Patterns – Camarade
    6 KB (922 words) - 20:43, 31 July 2015
  • ...ons are allowed and others not allowed. Most traditional games follow this pattern by letting one player plan and then execute an action as a turn and then le == Using the pattern ==
    14 KB (2,082 words) - 08:26, 8 August 2015
  • == Using the pattern == ...pdate game states are restricted to one player at a time while the related pattern [[Turn-Based Games]] discusses the general effects of dividing games into d
    14 KB (2,101 words) - 09:28, 21 September 2016
  • == Using the pattern == ...om looking at the diversity of [[Single-Player Games]], all which have the pattern), they modulate [[Construction]] well since the safety provided lets player
    9 KB (1,300 words) - 08:26, 8 August 2015
  • == Using the pattern == New pattern created in this wiki.
    6 KB (838 words) - 10:41, 6 July 2016
  • == Using the pattern == New pattern for this wiki.
    3 KB (507 words) - 07:17, 3 August 2015
  • ...f character development through 'Levels'. That concept is described in the pattern [[Character Levels]].'' == Using the pattern ==
    21 KB (3,112 words) - 21:52, 19 March 2018
  • ''Note:'' This pattern does not discuss the partial backtracking that can occur in [[Game World Ex == Using the pattern ==
    3 KB (438 words) - 13:34, 21 July 2016
  • Note: ''the use of characters in this pattern and the pattern named [[Characters]] differs. Here, the usage of character complies to the == Using the pattern ==
    26 KB (3,841 words) - 10:03, 13 May 2022
  • ...-oriented computer games can be said to have an extremely weak form of the pattern through having just one abstract value, typically a health value. Examples == Using the pattern ==
    28 KB (3,740 words) - 11:15, 18 October 2022
  • == Using the pattern == A renamed version of the pattern ''Status Indicators'' that was part of the original collection in the book
    12 KB (1,684 words) - 12:04, 17 July 2016
  • == Using the pattern == While [[Predictable Consequences]] is required on at least some level for the pattern to be present (since otherwise it is impossible to plan what to do after th
    19 KB (2,749 words) - 08:30, 27 August 2021
  • == Using the pattern == New pattern created for this wiki by [[User:Staffan Björk|Staffan Björk]].
    11 KB (1,639 words) - 08:09, 21 September 2016
  • Note: ''This pattern uses players varyingly to signify those participating in a game or a meta g == Using the pattern ==
    7 KB (1,100 words) - 15:09, 19 March 2018
  • == Using the pattern == An updated version of the pattern ''Experimenting'' that was part of the original collection in the book ''Pa
    10 KB (1,366 words) - 07:57, 11 August 2016
  • == Using the pattern == ...tion (video game) series|Civilization series]] for an example of the first pattern and the [[Europa Universalis series]] for the two other patterns).
    8 KB (1,150 words) - 11:16, 21 March 2018
  • == Using the pattern == ...yer Games]] that are also [[Turn-Based Games]]. The [[Analysis Paralysis]] pattern may not occur in [[Real-Time Games]] or those with specific [[Time Limits]]
    11 KB (1,519 words) - 07:40, 27 August 2021
  • == Using the pattern == ...hoot]] actions, [[Connection]] goals, or similar (and for this reason this pattern is seen as modulating [[Evade]] rather than instantiating it - it is the th
    22 KB (3,194 words) - 08:51, 11 October 2022

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