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- ''Games that make use of other players' game instances to provide input to the game ...yer games and the isolated gameplay of single-player games - single-player games can of course provide or encourage social interaction outside gameplay and8 KB (1,159 words) - 08:25, 8 August 2015
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- Computer-mediated games need programs to uphold the game state, handle input from players and provi ...[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]], [[Game Servers]] are frequently called ''shards''.7 KB (1,065 words) - 18:08, 29 January 2015
- ''Games that do not have any winning conditions.'' ...ems they use have no state defined as winning or no way to get there. Such games can still pose interesting challenges to players either by letting players11 KB (1,707 words) - 10:21, 15 March 2023
- Games require players to adopt goals but some games make players adopt the role of fictive people and the roles they have goals ...s]]. For [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]], see Stark 2012<ref name="Stark"/> for an overview of the American versio22 KB (3,137 words) - 07:22, 8 April 2022
- Many casino games, e.g. [[Roulette]] or [[Blackjack]], consist of many quite quick game insta ...e Wars]], and the [[Team Fortress series]] as well as in real-time tactics games such as [[World in Conflict]].13 KB (1,995 words) - 08:24, 8 August 2015
- ''Games that make use of other players' game instances to provide input to the game ...yer games and the isolated gameplay of single-player games - single-player games can of course provide or encourage social interaction outside gameplay and8 KB (1,159 words) - 08:25, 8 August 2015
- [[Category:Games]] [[Category:Experimental Art Games]]1 KB (206 words) - 17:40, 9 January 2011
- All games require some effort to maintain and update the game state. This may be as e ...mine winners. Although not part of the definitions of board games and card games such as [[Chess]], [[Go]], [[Contract Bridge]], the [[Pokémon Trading Card20 KB (2,916 words) - 09:30, 23 August 2021
- ''Games where gameplay is easy to begin, perform, pause, and end, without negativel ...s. In this four main areas of difference between causal games and hardcore games are discussed: fictional presentation, game knowledge required, time invest8 KB (1,148 words) - 09:26, 15 July 2016
- ...the game system is in this case not consistent with the original meaning; games having this design are in fact closer to using the ''Horse'' concept in Voo ...he game and provide an anchor for the players' emotional investment in the games.27 KB (4,016 words) - 18:14, 9 August 2016
- Games can provide parts of their environment so that one player controls what hap [[FarmVille]] and [[Mafia Wars]] are examples of games with [[Private Game Spaces]] on social media platforms. However, as part of9 KB (1,300 words) - 08:26, 8 August 2015
- Many games depict fictional worlds populated with people of more or less human qualiti Although not that interesting as personalities, early arcade games such as [[Pac-Man]] can be said to have [[NPCs]] since each of them was giv26 KB (3,841 words) - 10:03, 13 May 2022
- ...esides the different strategies one can use while training. Similarly some games, e.g. [[Tic-Tac-Toe]], provides several choices of where to place one's tok Open-ended games like the [[Sims series]] provide players with a multitude of game elements39 KB (5,769 words) - 08:28, 27 August 2021
- ...he parts that make up these stories are created before gameplay begins the games have [[Predetermined Story Structures]]. ...eplay]]. [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] are often less pre-planned regarding events since coordinating these with28 KB (3,879 words) - 09:27, 10 March 2018
- ''Games that have more than one player.'' ...ith the advent of the internet it became practical to create [[Multiplayer Games]] with hundreds or thousands of players, first in MUDs<ref name="MUDs"/> an30 KB (4,181 words) - 13:39, 1 April 2022
- ...en they have to be present to be part of a game. For asynchronous games or games where you don't know all the people that are playing, it this may be necess ...sists of many rounds with only one resource changing between them. Similar games but with more complex structures, e.g. [[Texas Hold'em]] have difficulties10 KB (1,520 words) - 07:32, 21 August 2015
- ...humans, and for this reason it is perhaps not too surprising that computer games often have a system to support this communication form. However, for a game ...tween characters in the game worlds. Later graphical [[:Category:Adventure Games|Adventure]], such as [[Grim Fandango]], [[Maniac Mansion]], and [[The Dig]]12 KB (1,618 words) - 09:49, 30 July 2014
- ''Games where each game instance only there is only supports one player.'' ...cost is that the game designers and developers of a [[Single-Player Games|Single-Player Game]] need to construct all the challenges to be part of the game without19 KB (2,687 words) - 15:06, 8 August 2015
- ..., by relating to other fictional worlds (from literature, movies, or other games) and the real world they can help players understand the underlying structu ...e of fictive worlds to base differences on how the games are set up. Other games, e.g. [[Dominion]] and [[Race for the Galaxy]], have descriptions of [[Game29 KB (4,196 words) - 21:55, 19 March 2018
- ...[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]] introduced another type of example: that of players being able to trade c ...e.g. [[Warhammer 40K]] or [[Magic: The Gathering]], are other examples of games with [[Purchasable Game Advantages]] because those with more money can buy6 KB (908 words) - 07:59, 8 August 2015
- Many games, e.g. racing games, depend on completing some activity as quickly as possible. Even so, after ...ry speed challenges of [[Speedruns]] and those required by rules in racing games, this pattern make not distinction between the two as the design options be8 KB (1,193 words) - 08:20, 6 November 2019