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  • == Using the pattern == ...ated through the use of [[Global High Score Lists]] or [[Achievements]] as long as they can be accessed by others (they can be especially appropriate for [
    5 KB (720 words) - 07:59, 8 August 2015
  • ...aining the same alter ego for prolonged period of times usually means that long-time players show their normal selves. == Using the pattern ==
    4 KB (585 words) - 10:19, 13 July 2015
  • == Using the pattern == ...s]] to failing [[Quests]] make the [[Quests]] into [[Committed Goals]] (as long as they are [[Optional Goals]]), and thereby making the choice of accepting
    10 KB (1,303 words) - 10:09, 13 May 2022
  • == Using the pattern == ...tivates them to use other actions while the [[Cooldown]] is in effect, the pattern also promotes [[Varied Gameplay]] and [[Stimulated Planning]] in how and wh
    6 KB (902 words) - 13:15, 26 August 2015
  • ...: Oblivion]] dominates the Imperial City of Cyrodiil, and can be seen from long distances when players travel in the wilderness of the game world. == Using the pattern ==
    3 KB (493 words) - 13:34, 21 July 2016
  • ''Note: this pattern describes diegetic vehicles that can be entered or mounted to ease travel. == Using the pattern ==
    9 KB (1,218 words) - 13:52, 21 July 2016
  • ...areas which slows movement and causes damage when one is submerged for too long without any breathing support, and have other areas tainted with radioactiv == Using the pattern ==
    12 KB (1,715 words) - 11:18, 18 October 2022
  • == Using the pattern == ...future locations. Any element in a [[Game Worlds|Game World]] can work as long as they are [[Diegetically Outstanding Features]] in some fashion, and this
    4 KB (598 words) - 13:45, 21 July 2016
  • == Using the pattern == ...tures]]. This may be make these [[Clues]] examples of the [[Red Herrings]] pattern, used to trick players into actions that are against their low-level goals
    13 KB (1,835 words) - 13:36, 21 July 2016
  • == Using the pattern == ...specific [[Powers]] or abilities before their [[Characters]] have them (as long as no other [[Characters]] have them earlier). For games that rely on playe
    14 KB (1,906 words) - 21:27, 18 March 2018
  • == Using the pattern == ...ell as new players being compared to those that have played the game for a long time.
    7 KB (876 words) - 21:28, 18 March 2018
  • ...y few choices in each moment of gameplay and players need to set their own long-term goals. == Using the pattern ==
    5 KB (692 words) - 14:33, 6 July 2015
  • == Using the pattern == ...tain pattern in activation, allows players to bypass or deactivate them as long as they successful with [[Timing]] or [[Rhythm-Based Actions]]. The second
    11 KB (1,586 words) - 08:04, 27 July 2015
  • ...sadvantages and vice versa. Besides giving designers more control over how long time a game should last, this can hinder losing players from having to endu == Using the pattern ==
    14 KB (1,988 words) - 12:41, 18 October 2022
  • == Using the pattern == ...thereby instantiating [[Varying Rule Sets]], or may have complex and have long-term consequences on gameplay. Depending on how the [[Switches]] handle sta
    6 KB (850 words) - 13:50, 21 July 2016
  • == Using the pattern == ...games that do not strive to be (initially) historical, this means that the pattern is modulated by [[Alternative Realities]]. Examples of games that avoid [[A
    23 KB (3,301 words) - 09:05, 8 April 2022
  • == Using the pattern == ...Manipulation]], as for example found in [[Braid]], is another example of a pattern that does not need to break [[Temporal Consistency]]; this since those game
    9 KB (1,327 words) - 09:05, 8 April 2022
  • == Using the pattern == ...is easier if they have [[Predictable Consequences]] and in this sense that pattern supports [[Strategic Knowledge]], but knowing the distributions of outcomes
    15 KB (2,114 words) - 07:04, 8 April 2022
  • ...action is going to be performed or what effects an action can have in the long term. A game can also be predictable in another sense if players can antici == Using the pattern ==
    15 KB (2,228 words) - 16:05, 3 October 2016
  • ...eir status. They focus gameplay to certain parts and allow players to make long-term plans based on their specific characteristics. ...ies in the [[Civilization (video game) series|Civilization series]] are of long-term strategic value. Besides the resources produced and the population of
    9 KB (1,144 words) - 10:26, 1 December 2022

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