http://virt10.itu.chalmers.se/index.php?title=Combat&feed=atom&action=historyCombat - Revision history2024-03-28T16:09:42ZRevision history for this page on the wikiMediaWiki 1.26.2http://virt10.itu.chalmers.se/index.php?title=Combat&diff=27048&oldid=prevStaffan Björk at 07:18, 9 November 20212021-11-09T07:18:26Z<p></p>
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</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Combat&diff=27047&oldid=prevStaffan Björk at 07:18, 9 November 20212021-11-09T07:18:18Z<p></p>
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</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Combat&diff=25338&oldid=prevStaffan Björk: /* Using the pattern */2016-09-02T09:02:29Z<p><span dir="auto"><span class="autocomment">Using the pattern</span></span></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Beyond these specifics of all these design options, a highly influencing factor on how [[Combat]] can be designed in games is whether they are [[Real-Time Games]] or [[Turn-Based Games]]. [[Line of Sight]] is quite frequently used both but for different reasons: in [[Turn-Based Games]] they are used to simulate the paths of projectiles while they are often present "for free" in [[Real-Time Games]] due to the use of [[Aim & Shoot]] actions to perform [[Combat]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Beyond these specifics of all these design options, a highly influencing factor on how [[Combat]] can be designed in games is whether they are [[Real-Time Games]] or [[Turn-Based Games]]. [[Line of Sight]] is quite frequently used both but for different reasons: in [[Turn-Based Games]] they are used to simulate the paths of projectiles while they are often present "for free" in [[Real-Time Games]] due to the use of [[Aim & Shoot]] actions to perform [[Combat]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>In [[Turn-Based Games]], [[Combat]] are usually based on complex evaluation functions or a large number of simpler evaluation functions, and gameplay concerns trying to make game states have as many favorable modifiers as possible. In these types of games, [[Budgeted Action Points]] can allow several actions in individual [[Combat]] turns and thereby create [[Trade-<del class="diffchange diffchange-inline">offs</del>]] between different possible actions (see [[Space Hulk]] and the [[Fallout series]] for examples of this). [[Imperfect Information]] exists mainly due to not knowing the opponents strengths, weaknesses, and configurations, while [[Randomness]] is usually instantiated through [[Dice]] or the equivalent.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>In [[Turn-Based Games]], [[Combat]] are usually based on complex evaluation functions or a large number of simpler evaluation functions, and gameplay concerns trying to make game states have as many favorable modifiers as possible. In these types of games, [[Budgeted Action Points]] can allow several actions in individual [[Combat]] turns and thereby create [[Trade-<ins class="diffchange diffchange-inline">Offs</ins>]] between different possible actions (see [[Space Hulk]] and the [[Fallout series]] for examples of this). [[Imperfect Information]] exists mainly due to not knowing the opponents strengths, weaknesses, and configurations, while [[Randomness]] is usually instantiated through [[Dice]] or the equivalent.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Real-Time Games]] may have as advanced evaluation functions as [[Turn-Based Games]], but players usually do not have the possibilities of considering all of these. Here, a main difference may be if players control [[Avatars]] or [[Units]] since the latter requires [[Attention Swapping]]. [[Aim & Shoot]] is common in [[Real-Time Games]] - nearly always together with [[Crosshairs]] - and may be modulated by [[Variable Accuracy]] and [[Auto-Aim]] support (both which can make [[Player/System Action Composites]] - or [[Player/Character Skill Composites]] if [[Skills]] affect them - present in the game). For these types of [[Combat]], [[Imperfect Information]] is often due to bad players having [[Game State Overview]]. To avoid [[Repeated Domination]] due to this, [[Killcams]] can be used to reveal the location of killers.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Real-Time Games]] may have as advanced evaluation functions as [[Turn-Based Games]], but players usually do not have the possibilities of considering all of these. Here, a main difference may be if players control [[Avatars]] or [[Units]] since the latter requires [[Attention Swapping]]. [[Aim & Shoot]] is common in [[Real-Time Games]] - nearly always together with [[Crosshairs]] - and may be modulated by [[Variable Accuracy]] and [[Auto-Aim]] support (both which can make [[Player/System Action Composites]] - or [[Player/Character Skill Composites]] if [[Skills]] affect them - present in the game). For these types of [[Combat]], [[Imperfect Information]] is often due to bad players having [[Game State Overview]]. To avoid [[Repeated Domination]] due to this, [[Killcams]] can be used to reveal the location of killers.</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Combat&diff=22117&oldid=prevStaffan Björk at 20:09, 26 July 20152015-07-26T20:09:20Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Combat]] is the means to achieving [[Capture]], [[Overcome]], or [[Eliminate]] goals against [[Enemies]] so these need to be present in order for [[Combat]] to occur in games. While these goals may be reason enough for [[Combat]], wanting [[Area Control]] or [[Loot]] is often an underlying cause. Given as a means to ruin others [[Guard]] goals, [[Combat]] and together with [[Guard]] make [[Rescue]] goals possible. A number of patterns can then be applied to the [[Combat]] to modify this, including [[Achilles' Heels]], [[Always Vulnerable]], [[Armor]], [[Attributes]], [[Combos]], [[Damage]], [[Friendly Fire]], [[Health]], [[Invulnerabilities]], [[Privileged Abilities]], [[Safe Havens]], [[Skills]], [[Tools]], [[Vulnerabilities]], [[Weapons]], and [[Zone of Control]]. [[Randomness]] is ''very'' common and often used to allow [[Critical Hits]] to cause more or special types of [[Damage]] or [[Critical Misses]] than may cause various [[Penalties]]. The design of [[Game Worlds]] or [[Levels]] can heavily influence how [[Combat]] unfolds or where players seek to have [[Combat]]: [[Arenas]], [[Choke Points]], [[Environmental Effects]], [[Flanking Routes]], [[Galleries]], and [[Sniper Locations]] are all examples of possibilities here, and these can lead to activities such as sniping or [[Camping]]. [[Imperfect Information]] may relate to the various patterns mentioned here through using [[Fog of War]] to limit knowledge about combat environments.  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Combat]] is the means to achieving [[Capture]], [[Overcome]], or [[Eliminate]] goals against [[Enemies]] so these need to be present in order for [[Combat]] to occur in games. While these goals may be reason enough for [[Combat]], wanting [[Area Control]] or [[Loot]] is often an underlying cause. Given as a means to ruin others [[Guard]] goals, [[Combat]] and together with [[Guard]] make [[Rescue]] goals possible. A number of patterns can then be applied to the [[Combat]] to modify this, including [[Achilles' Heels]], [[Always Vulnerable]], [[Armor]], [[Attributes]], [[Combos]], [[Damage]], [[Friendly Fire]], [[Health]], [[Invulnerabilities]], [[Privileged Abilities]], [[Safe Havens]], [[Skills]], [[Tools]], [[Vulnerabilities]], [[Weapons]], and [[Zone of Control]]. [[Randomness]] is ''very'' common and often used to allow [[Critical Hits]] to cause more or special types of [[Damage]] or [[Critical Misses]] than may cause various [[Penalties]]. The design of [[Game Worlds]] or [[Levels]] can heavily influence how [[Combat]] unfolds or where players seek to have [[Combat]]: [[Arenas]], [[Choke Points]], [[Environmental Effects]], [[Flanking Routes]], [[Galleries]], and [[Sniper Locations]] are all examples of possibilities here, and these can lead to activities such as sniping or [[Camping]]. [[Imperfect Information]] may relate to the various patterns mentioned here through using [[Fog of War]] to limit knowledge about combat environments.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>One thing [[Combat]] requires is at least two different sides fighting each other. This can be entirely [[Avatars]] or [[Units]] controlled by players, [[Non-Player Characters]] with [[Preventing Goals]], or [[Enemies]] controlled by [[Dedicated Game Facilitators]]; the use of [[Algorithmic Agents]] can allow [[Single-Player Games]] to have [[Combat]]. Players' fortunes in [[Combat]] can change from being only depending on their gameplay skills to being the result of [[Player/Character Skill Composites]] and [[Player/System Action Composites]] if [[Attributes]] or [[Skills]] are used to affect evaluation functions related to [[Combat]]. [[Combat]] is common in [[Massively Multiplayer Online Games]], either as [[PvP]] or [[PvE]], while in games on social media platforms, e.g. [[Empires & Allies]], let players have [[Safe Havens]] through providing them with [[Private Game Spaces]] unless they let their [[Neighbors]] attack them.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>One thing [[Combat]] requires is at least two different sides fighting each other. This can be entirely [[Avatars]] or [[Units]] controlled by players, [[Non-Player Characters]] with [[Preventing Goals]], or [[Enemies]] controlled by [[Dedicated Game Facilitators]]; the use of [[Algorithmic Agents]] can allow [[Single-Player Games]] to have [[Combat]]<ins class="diffchange diffchange-inline">. [[Bases]] are not necessarily able to engage others in [[Combat]] but may be on the target of aggression</ins>. Players' fortunes in [[Combat]] can change from being only depending on their gameplay skills to being the result of [[Player/Character Skill Composites]] and [[Player/System Action Composites]] if [[Attributes]] or [[Skills]] are used to affect evaluation functions related to [[Combat]]. [[Combat]] is common in [[Massively Multiplayer Online Games]], either as [[PvP]] or [[PvE]], while in games on social media platforms, e.g. [[Empires & Allies]], let players have [[Safe Havens]] through providing them with [[Private Game Spaces]] unless they let their [[Neighbors]] attack them.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Having as much information as possible if often advantageous in games with [[Combat]]. This since any [[Combat]] where [[Surprise Attacks]] can occur require skill sets regarding perception and misdirection besides those directly related to fighting. Games that wish to have [[Surprise Attacks]] can most easily do so by providing [[Fog of War]] to the combatants.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Having as much information as possible if often advantageous in games with [[Combat]]. This since any [[Combat]] where [[Surprise Attacks]] can occur require skill sets regarding perception and misdirection besides those directly related to fighting. Games that wish to have [[Surprise Attacks]] can most easily do so by providing [[Fog of War]] to the combatants.</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Modulate ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Modulate ===</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Area Control]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Area Control]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Bases]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Character Development]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Character Development]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Conflicts]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Conflicts]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Combat&diff=21962&oldid=prevStaffan Björk at 16:12, 25 July 20152015-07-25T16:12:25Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 16:12, 25 July 2015</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l25" >Line 25:</td>
<td colspan="2" class="diff-lineno">Line 25:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Real-Time Games]] may have as advanced evaluation functions as [[Turn-Based Games]], but players usually do not have the possibilities of considering all of these. Here, a main difference may be if players control [[Avatars]] or [[Units]] since the latter requires [[Attention Swapping]]. [[Aim & Shoot]] is common in [[Real-Time Games]] - nearly always together with [[Crosshairs]] - and may be modulated by [[Variable Accuracy]] and [[Auto-Aim]] support (both which can make [[Player/System Action Composites]] - or [[Player/Character Skill Composites]] if [[Skills]] affect them - present in the game). For these types of [[Combat]], [[Imperfect Information]] is often due to bad players having [[Game State Overview]]. To avoid [[Repeated Domination]] due to this, [[Killcams]] can be used to reveal the location of killers.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Real-Time Games]] may have as advanced evaluation functions as [[Turn-Based Games]], but players usually do not have the possibilities of considering all of these. Here, a main difference may be if players control [[Avatars]] or [[Units]] since the latter requires [[Attention Swapping]]. [[Aim & Shoot]] is common in [[Real-Time Games]] - nearly always together with [[Crosshairs]] - and may be modulated by [[Variable Accuracy]] and [[Auto-Aim]] support (both which can make [[Player/System Action Composites]] - or [[Player/Character Skill Composites]] if [[Skills]] affect them - present in the game). For these types of [[Combat]], [[Imperfect Information]] is often due to bad players having [[Game State Overview]]. To avoid [[Repeated Domination]] due to this, [[Killcams]] can be used to reveal the location of killers.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>If [[Combat]] is the only activity in the game, as is the case in fighting games, it is often structured in [[Tournaments]] to allow [[Perceivable Margins]] and [[Higher-Level Closures as Gameplay Progresses]] by having more difficult opponents appear later in the [[Tournaments|Tournament]]. [[:Category:Fighting Games|Fighting Games]] also often combine [[Combat]] losses with [[Player Elimination]]. Games where players engage in activities other than [[Combat]] usually make use of [[Lives]] and penalize loss of [[Lives]] by [[Ability Losses]] and [[Spawning]] at earlier locations. [[Real-Time Games]] with [[Teams]] and [[Friendly Fire]] often have special [[Penalties]] for team killing. Regardless, games in which [[Combat]] is possible tend to have it as a central part of gameplay and have interconnected it with aspects such as [[Improved Abilities]] and [[Strategic Knowledge]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>If [[Combat]] is the only activity in the game, as is the case in fighting games, it is often structured in [[Tournaments]] to allow [[Perceivable Margins]] and [[Higher-Level Closures as Gameplay Progresses]] by having more difficult opponents appear later in the [[Tournaments|Tournament]]. [[:Category:Fighting Games|Fighting Games]] also often combine [[Combat]] losses with [[Player Elimination]]. Games where players engage in activities other than [[Combat]] usually make use of [[Lives]] and penalize loss of [[Lives]] by [[Ability Losses]] and [[Spawning]] at earlier locations. [[Real-Time Games]] with [[Teams]] and [[Friendly Fire]] often have special [[Penalties]] for team killing<ins class="diffchange diffchange-inline">. Some games allow [[Combat]] early on but are structured so it comes into focus heavily in the [[Endgame]] through the presence of an [[Extermination]] phase</ins>. Regardless, games in which [[Combat]] is possible tend to have it as a central part of gameplay and have interconnected it with aspects such as [[Improved Abilities]] and [[Strategic Knowledge]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>While [[Boss Monsters]] may in some games be defeated by the same type of [[Combat]] that can defeat other [[Enemies]], some games make regular [[Combat]] impossible against them to either require other types of solutions or to keep the [[Boss Monsters]] alive to a later stage in the gameplay.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>While [[Boss Monsters]] may in some games be defeated by the same type of [[Combat]] that can defeat other [[Enemies]], some games make regular [[Combat]] impossible against them to either require other types of solutions or to keep the [[Boss Monsters]] alive to a later stage in the gameplay.</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l43" >Line 43:</td>
<td colspan="2" class="diff-lineno">Line 43:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Challenging Gameplay]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Challenging Gameplay]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Destructible Objects]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Destructible Objects]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Extermination]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Freedom of Choice]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Freedom of Choice]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Player Elimination]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Player Elimination]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Combat&diff=21406&oldid=prevStaffan Björk at 20:24, 5 July 20152015-07-05T20:24:04Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 20:24, 5 July 2015</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l15" >Line 15:</td>
<td colspan="2" class="diff-lineno">Line 15:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Combat]] is the means to achieving [[Capture]], [[Overcome]], or [[Eliminate]] goals against [[Enemies]] so these need to be present in order for [[Combat]] to occur in games. While these goals may be reason enough for [[Combat]], wanting [[Area Control]] or [[Loot]] is often an underlying cause. Given as a means to ruin others [[Guard]] goals, [[Combat]] and together with [[Guard]] make [[Rescue]] goals possible. A number of patterns can then be applied to the [[Combat]] to modify this, including [[Achilles' Heels]], [[Always Vulnerable]], [[Armor]], [[Attributes]], [[Combos]], [[Damage]], [[Friendly Fire]], [[Health]], [[Invulnerabilities]], [[Privileged Abilities]], [[Safe Havens]], [[Skills]], [[Tools]], [[Vulnerabilities]], [[Weapons]], and [[Zone of Control]]. [[Randomness]] is ''very'' common and often used to allow [[Critical Hits]] to cause more or special types of [[Damage]] or [[Critical Misses]] than may cause various [[Penalties]]. The design of [[Game Worlds]] or [[Levels]] can heavily influence how [[Combat]] unfolds or where players seek to have [[Combat]]: [[Arenas]], [[Choke Points]], [[Environmental Effects]], [[Flanking Routes]], [[Galleries]], and [[Sniper Locations]] are all examples of possibilities here, and these can lead to activities such as sniping or [[Camping]]. [[Imperfect Information]] may relate to the various patterns mentioned here through using [[Fog of War]] to limit knowledge about combat environments.  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Combat]] is the means to achieving [[Capture]], [[Overcome]], or [[Eliminate]] goals against [[Enemies]] so these need to be present in order for [[Combat]] to occur in games. While these goals may be reason enough for [[Combat]], wanting [[Area Control]] or [[Loot]] is often an underlying cause. Given as a means to ruin others [[Guard]] goals, [[Combat]] and together with [[Guard]] make [[Rescue]] goals possible. A number of patterns can then be applied to the [[Combat]] to modify this, including [[Achilles' Heels]], [[Always Vulnerable]], [[Armor]], [[Attributes]], [[Combos]], [[Damage]], [[Friendly Fire]], [[Health]], [[Invulnerabilities]], [[Privileged Abilities]], [[Safe Havens]], [[Skills]], [[Tools]], [[Vulnerabilities]], [[Weapons]], and [[Zone of Control]]. [[Randomness]] is ''very'' common and often used to allow [[Critical Hits]] to cause more or special types of [[Damage]] or [[Critical Misses]] than may cause various [[Penalties]]. The design of [[Game Worlds]] or [[Levels]] can heavily influence how [[Combat]] unfolds or where players seek to have [[Combat]]: [[Arenas]], [[Choke Points]], [[Environmental Effects]], [[Flanking Routes]], [[Galleries]], and [[Sniper Locations]] are all examples of possibilities here, and these can lead to activities such as sniping or [[Camping]]. [[Imperfect Information]] may relate to the various patterns mentioned here through using [[Fog of War]] to limit knowledge about combat environments.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>One thing [[Combat]] requires is at least two different sides fighting each other. This can be entirely [[Avatars]] or [[Units]] controlled by players, [[Non-Player Characters]] with [[Preventing Goals]], or [[Enemies]] controlled by [[Dedicated Game Facilitators]]; the use of [[Algorithmic Agents]] can allow [[Single-Player Games]] to have [[Combat]]. Players' fortunes in [[Combat]] can change from being only depending on their gameplay skills to being the result of [[Player/Character Skill Composites]] if [[Attributes]] or [[Skills]] are used to affect evaluation functions related to [[Combat]]. [[Combat]] is common in [[Massively Multiplayer Online Games]], either as [[PvP]] or [[PvE]], while in games on social media platforms, e.g. [[Empires & Allies]], let players have [[Safe Havens]] through providing them with [[Private Game Spaces]] unless they let their [[Neighbors]] attack them.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>One thing [[Combat]] requires is at least two different sides fighting each other. This can be entirely [[Avatars]] or [[Units]] controlled by players, [[Non-Player Characters]] with [[Preventing Goals]], or [[Enemies]] controlled by [[Dedicated Game Facilitators]]; the use of [[Algorithmic Agents]] can allow [[Single-Player Games]] to have [[Combat]]. Players' fortunes in [[Combat]] can change from being only depending on their gameplay skills to being the result of [[Player/Character Skill <ins class="diffchange diffchange-inline">Composites]] and [[Player/System Action </ins>Composites]] if [[Attributes]] or [[Skills]] are used to affect evaluation functions related to [[Combat]]. [[Combat]] is common in [[Massively Multiplayer Online Games]], either as [[PvP]] or [[PvE]], while in games on social media platforms, e.g. [[Empires & Allies]], let players have [[Safe Havens]] through providing them with [[Private Game Spaces]] unless they let their [[Neighbors]] attack them.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Having as much information as possible if often advantageous in games with [[Combat]]. This since any [[Combat]] where [[Surprise Attacks]] can occur require skill sets regarding perception and misdirection besides those directly related to fighting. Games that wish to have [[Surprise Attacks]] can most easily do so by providing [[Fog of War]] to the combatants.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Having as much information as possible if often advantageous in games with [[Combat]]. This since any [[Combat]] where [[Surprise Attacks]] can occur require skill sets regarding perception and misdirection besides those directly related to fighting. Games that wish to have [[Surprise Attacks]] can most easily do so by providing [[Fog of War]] to the combatants.</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l23" >Line 23:</td>
<td colspan="2" class="diff-lineno">Line 23:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>In [[Turn-Based Games]], [[Combat]] are usually based on complex evaluation functions or a large number of simpler evaluation functions, and gameplay concerns trying to make game states have as many favorable modifiers as possible. In these types of games, [[Budgeted Action Points]] can allow several actions in individual [[Combat]] turns and thereby create [[Trade-offs]] between different possible actions (see [[Space Hulk]] and the [[Fallout series]] for examples of this). [[Imperfect Information]] exists mainly due to not knowing the opponents strengths, weaknesses, and configurations, while [[Randomness]] is usually instantiated through [[Dice]] or the equivalent.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>In [[Turn-Based Games]], [[Combat]] are usually based on complex evaluation functions or a large number of simpler evaluation functions, and gameplay concerns trying to make game states have as many favorable modifiers as possible. In these types of games, [[Budgeted Action Points]] can allow several actions in individual [[Combat]] turns and thereby create [[Trade-offs]] between different possible actions (see [[Space Hulk]] and the [[Fallout series]] for examples of this). [[Imperfect Information]] exists mainly due to not knowing the opponents strengths, weaknesses, and configurations, while [[Randomness]] is usually instantiated through [[Dice]] or the equivalent.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Real-Time Games]] may have as advanced evaluation functions as [[Turn-Based Games]], but players usually do not have the possibilities of considering all of these. Here, a main difference may be if players control [[Avatars]] or [[Units]] since the latter requires [[Attention Swapping]]. [[Aim & Shoot]] is common in [[Real-Time Games]] - nearly always together with [[Crosshairs]] - and may be modulated by [[Variable Accuracy]] and [[Auto-Aim]] support (both which can make [[Player/Character Skill Composites]] present in the game). For these types of [[Combat]], [[Imperfect Information]] is often due to bad players having [[Game State Overview]]. To avoid [[Repeated Domination]] due to this, [[Killcams]] can be used to reveal the location of killers.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Real-Time Games]] may have as advanced evaluation functions as [[Turn-Based Games]], but players usually do not have the possibilities of considering all of these. Here, a main difference may be if players control [[Avatars]] or [[Units]] since the latter requires [[Attention Swapping]]. [[Aim & Shoot]] is common in [[Real-Time Games]] - nearly always together with [[Crosshairs]] - and may be modulated by [[Variable Accuracy]] and [[Auto-Aim]] support (both which can make <ins class="diffchange diffchange-inline">[[Player/System Action Composites]] - or </ins>[[Player/Character Skill Composites]] <ins class="diffchange diffchange-inline">if [[Skills]] affect them - </ins>present in the game). For these types of [[Combat]], [[Imperfect Information]] is often due to bad players having [[Game State Overview]]. To avoid [[Repeated Domination]] due to this, [[Killcams]] can be used to reveal the location of killers.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>If [[Combat]] is the only activity in the game, as is the case in fighting games, it is often structured in [[Tournaments]] to allow [[Perceivable Margins]] and [[Higher-Level Closures as Gameplay Progresses]] by having more difficult opponents appear later in the [[Tournaments|Tournament]]. [[:Category:Fighting Games|Fighting Games]] also often combine [[Combat]] losses with [[Player Elimination]]. Games where players engage in activities other than [[Combat]] usually make use of [[Lives]] and penalize loss of [[Lives]] by [[Ability Losses]] and [[Spawning]] at earlier locations. [[Real-Time Games]] with [[Teams]] and [[Friendly Fire]] often have special [[Penalties]] for team killing. Regardless, games in which [[Combat]] is possible tend to have it as a central part of gameplay and have interconnected it with aspects such as [[Improved Abilities]] and [[Strategic Knowledge]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>If [[Combat]] is the only activity in the game, as is the case in fighting games, it is often structured in [[Tournaments]] to allow [[Perceivable Margins]] and [[Higher-Level Closures as Gameplay Progresses]] by having more difficult opponents appear later in the [[Tournaments|Tournament]]. [[:Category:Fighting Games|Fighting Games]] also often combine [[Combat]] losses with [[Player Elimination]]. Games where players engage in activities other than [[Combat]] usually make use of [[Lives]] and penalize loss of [[Lives]] by [[Ability Losses]] and [[Spawning]] at earlier locations. [[Real-Time Games]] with [[Teams]] and [[Friendly Fire]] often have special [[Penalties]] for team killing. Regardless, games in which [[Combat]] is possible tend to have it as a central part of gameplay and have interconnected it with aspects such as [[Improved Abilities]] and [[Strategic Knowledge]].</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l118" >Line 118:</td>
<td colspan="2" class="diff-lineno">Line 118:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Neighbors]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Neighbors]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Player/Character Skill Composites]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Player/Character Skill Composites]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Player/System Action Composites]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Privileged Abilities]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Privileged Abilities]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Randomness]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Randomness]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Combat&diff=19981&oldid=prevStaffan Björk at 10:41, 29 December 20142014-12-29T10:41:20Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 10:41, 29 December 2014</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l13" >Line 13:</td>
<td colspan="2" class="diff-lineno">Line 13:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Using the pattern ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Using the pattern ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Combat]] is the means to achieving [[Capture]], [[Overcome]], or [[Eliminate]] goals against [[Enemies]] so these need to be present in order for [[Combat]] to occur in games. While these goals may be reason enough for [[Combat]], wanting [[Area Control]] or [[Loot]] is often an underlying cause. Given as a means to ruin others [[Guard]] goals, [[Combat]] and together with [[Guard]] make [[Rescue]] goals possible. A number of patterns can then be applied to the [[Combat]] to modify this, including [[Achilles' Heels]], [[Always Vulnerable]], [[Armor]], [[Attributes]], [[Combos]], [[Damage]], [[Friendly Fire]], [[Health]], [[Invulnerabilities]], [[Privileged Abilities]], [[Safe Havens]], [[Skills]], [[Tools]], [[Vulnerabilities]], [[Weapons]], and [[Zone of Control]]. [[Randomness]] is ''very'' common and often used to allow [[Critical Hits]] to cause more or special types of [[Damage]]. The design of [[Game Worlds]] or [[Levels]] can heavily influence how [[Combat]] unfolds or where players seek to have [[Combat]]: [[Arenas]], [[Choke Points]], [[Environmental Effects]], [[Flanking Routes]], [[Galleries]], and [[Sniper Locations]] are all examples of possibilities here, and these can lead to activities such as sniping or [[Camping]]. [[Imperfect Information]] may relate to the various patterns mentioned here through using [[Fog of War]] to limit knowledge about combat environments.  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Combat]] is the means to achieving [[Capture]], [[Overcome]], or [[Eliminate]] goals against [[Enemies]] so these need to be present in order for [[Combat]] to occur in games. While these goals may be reason enough for [[Combat]], wanting [[Area Control]] or [[Loot]] is often an underlying cause. Given as a means to ruin others [[Guard]] goals, [[Combat]] and together with [[Guard]] make [[Rescue]] goals possible. A number of patterns can then be applied to the [[Combat]] to modify this, including [[Achilles' Heels]], [[Always Vulnerable]], [[Armor]], [[Attributes]], [[Combos]], [[Damage]], [[Friendly Fire]], [[Health]], [[Invulnerabilities]], [[Privileged Abilities]], [[Safe Havens]], [[Skills]], [[Tools]], [[Vulnerabilities]], [[Weapons]], and [[Zone of Control]]. [[Randomness]] is ''very'' common and often used to allow [[Critical Hits]] to cause more or special types of [[Damage<ins class="diffchange diffchange-inline">]] or [[Critical Misses]] than may cause various [[Penalties</ins>]]. The design of [[Game Worlds]] or [[Levels]] can heavily influence how [[Combat]] unfolds or where players seek to have [[Combat]]: [[Arenas]], [[Choke Points]], [[Environmental Effects]], [[Flanking Routes]], [[Galleries]], and [[Sniper Locations]] are all examples of possibilities here, and these can lead to activities such as sniping or [[Camping]]. [[Imperfect Information]] may relate to the various patterns mentioned here through using [[Fog of War]] to limit knowledge about combat environments.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>One thing [[Combat]] requires is at least two different sides fighting each other. This can be entirely [[Avatars]] or [[Units]] controlled by players, [[Non-Player Characters]] with [[Preventing Goals]], or [[Enemies]] controlled by [[Dedicated Game Facilitators]]; the use of [[Algorithmic Agents]] can allow [[Single-Player Games]] to have [[Combat]]. Players' fortunes in [[Combat]] can change from being only depending on their gameplay skills to being the result of [[Player/Character Skill Composites]] if [[Attributes]] or [[Skills]] are used to affect evaluation functions related to [[Combat]]. [[Combat]] is common in [[Massively Multiplayer Online Games]], either as [[PvP]] or [[PvE]], while in games on social media platforms, e.g. [[Empires & Allies]], let players have [[Safe Havens]] through providing them with [[Private Game Spaces]] unless they let their [[Neighbors]] attack them.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>One thing [[Combat]] requires is at least two different sides fighting each other. This can be entirely [[Avatars]] or [[Units]] controlled by players, [[Non-Player Characters]] with [[Preventing Goals]], or [[Enemies]] controlled by [[Dedicated Game Facilitators]]; the use of [[Algorithmic Agents]] can allow [[Single-Player Games]] to have [[Combat]]. Players' fortunes in [[Combat]] can change from being only depending on their gameplay skills to being the result of [[Player/Character Skill Composites]] if [[Attributes]] or [[Skills]] are used to affect evaluation functions related to [[Combat]]. [[Combat]] is common in [[Massively Multiplayer Online Games]], either as [[PvP]] or [[PvE]], while in games on social media platforms, e.g. [[Empires & Allies]], let players have [[Safe Havens]] through providing them with [[Private Game Spaces]] unless they let their [[Neighbors]] attack them.</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l99" >Line 99:</td>
<td colspan="2" class="diff-lineno">Line 99:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Combos]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Combos]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Critical Hits]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Critical Hits]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Critical Misses]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Crosshairs]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Crosshairs]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Damage]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Damage]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Combat&diff=19375&oldid=prevStaffan Björk at 08:01, 21 September 20142014-09-21T08:01:18Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 08:01, 21 September 2014</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l16" >Line 16:</td>
<td colspan="2" class="diff-lineno">Line 16:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>One thing [[Combat]] requires is at least two different sides fighting each other. This can be entirely [[Avatars]] or [[Units]] controlled by players, [[Non-Player Characters]] with [[Preventing Goals]], or [[Enemies]] controlled by [[Dedicated Game Facilitators]]; the use of [[Algorithmic Agents]] can allow [[Single-Player Games]] to have [[Combat]]. Players' fortunes in [[Combat]] can change from being only depending on their gameplay skills to being the result of [[Player/Character Skill Composites]] if [[Attributes]] or [[Skills]] are used to affect evaluation functions related to [[Combat]]. [[Combat]] is common in [[Massively Multiplayer Online Games]], either as [[PvP]] or [[PvE]], while in games on social media platforms, e.g. [[Empires & Allies]], let players have [[Safe Havens]] through providing them with [[Private Game Spaces]] unless they let their [[Neighbors]] attack them.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>One thing [[Combat]] requires is at least two different sides fighting each other. This can be entirely [[Avatars]] or [[Units]] controlled by players, [[Non-Player Characters]] with [[Preventing Goals]], or [[Enemies]] controlled by [[Dedicated Game Facilitators]]; the use of [[Algorithmic Agents]] can allow [[Single-Player Games]] to have [[Combat]]. Players' fortunes in [[Combat]] can change from being only depending on their gameplay skills to being the result of [[Player/Character Skill Composites]] if [[Attributes]] or [[Skills]] are used to affect evaluation functions related to [[Combat]]. [[Combat]] is common in [[Massively Multiplayer Online Games]], either as [[PvP]] or [[PvE]], while in games on social media platforms, e.g. [[Empires & Allies]], let players have [[Safe Havens]] through providing them with [[Private Game Spaces]] unless they let their [[Neighbors]] attack them.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Having as much information as possible if often advantageous in games with [[Combat]]. This since any [[Combat]] where [[Surprise Attacks]] can occur require skill sets regarding perception and misdirection besides those directly related to fighting. Games that wish to have [[Surprise Attacks]] can most easily do so by providing [[Fog of War]] to the combatants.</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Beyond these specifics of all these design options, a highly influencing factor on how [[Combat]] can be designed in games is whether they are [[Real-Time Games]] or [[Turn-Based Games]]. [[Line of Sight]] is quite frequently used both but for different reasons: in [[Turn-Based Games]] they are used to simulate the paths of projectiles while they are often present "for free" in [[Real-Time Games]] due to the use of [[Aim & Shoot]] actions to perform [[Combat]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Beyond these specifics of all these design options, a highly influencing factor on how [[Combat]] can be designed in games is whether they are [[Real-Time Games]] or [[Turn-Based Games]]. [[Line of Sight]] is quite frequently used both but for different reasons: in [[Turn-Based Games]] they are used to simulate the paths of projectiles while they are often present "for free" in [[Real-Time Games]] due to the use of [[Aim & Shoot]] actions to perform [[Combat]].</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l52" >Line 52:</td>
<td colspan="2" class="diff-lineno">Line 54:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==== with [[Damage]] ====</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==== with [[Damage]] ====</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Player/Character Skill Composites]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Player/Character Skill Composites]]</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">==== with [[Fog of War]] ====</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Surprise Attacks]]</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==== with [[Guard]] ====</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==== with [[Guard]] ====</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l118" >Line 118:</td>
<td colspan="2" class="diff-lineno">Line 123:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Sniper Locations]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Sniper Locations]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Surprise Attacks]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Strategic Knowledge]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Strategic Knowledge]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Tools]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Tools]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Combat&diff=19301&oldid=prevStaffan Björk at 14:03, 15 September 20142014-09-15T14:03:41Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 14:03, 15 September 2014</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l28" >Line 28:</td>
<td colspan="2" class="diff-lineno">Line 28:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Combat]] provides <del class="diffchange diffchange-inline">a direct way </del>for players to deal with [[Conflicts]] in games, but since the players' [[Enemies]] may cause problems through the [[Combat]] it may also require [[Attention Demanding Gameplay]] and cause [[Tension]]. Since [[Combat]] postulates a presence of an opposing force, games with [[Combat]] are more likely to have [[Challenging Gameplay]] than those without it. [[Combat]] typically can lead to the loss of [[Units]] or removal of [[Destructible Objects]], and in the case of games with [[Avatars]] to [[Player Killing]]. [[Player Elimination]] can in turn be a consequence of any of these.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Combat]] provides <ins class="diffchange diffchange-inline">[[Abilities]] </ins>for players to deal with [[Conflicts]] in games, but since the players' [[Enemies]] may cause problems through the [[Combat]] it may also require [[Attention Demanding Gameplay]] and cause [[Tension]]. Since [[Combat]] postulates a presence of an opposing force, games with [[Combat]] are more likely to have [[Challenging Gameplay]] than those without it. [[Combat]] typically can lead to the loss of [[Units]] or removal of [[Destructible Objects]], and in the case of games with [[Avatars]] to [[Player Killing]]. [[Player Elimination]] can in turn be a consequence of any of these.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>When the participating in [[Combat]] is optional, or when who to attack is optional, players have a [[Freedom of Choice]] and need to consider the [[Risk/Reward]] and [[Trade-Offs]] that exist between participating in the [[Combat]] and performing other activities. Choosing to attack other players will most likely reveal that these [[Actions Have Diegetically Social Consequences]], especially in games that have [[Player Killing]] or [[Player Elimination]]. Players can also have [[Freedom of Choice]] in [[Combat]] when they can attack in several different ways, and this is also typically offers [[Risk/Reward]] choices and [[Trade-Offs]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>When the participating in [[Combat]] is optional, or when who to attack is optional, players have a [[Freedom of Choice]] and need to consider the [[Risk/Reward]] and [[Trade-Offs]] that exist between participating in the [[Combat]] and performing other activities. Choosing to attack other players will most likely reveal that these [[Actions Have Diegetically Social Consequences]], especially in games that have [[Player Killing]] or [[Player Elimination]]. Players can also have [[Freedom of Choice]] in [[Combat]] when they can attack in several different ways, and this is also typically offers [[Risk/Reward]] choices and [[Trade-Offs]].</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l36" >Line 36:</td>
<td colspan="2" class="diff-lineno">Line 36:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Relations ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Relations ==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Instantiate ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Instantiate ===</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Abilities]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Actions Have Diegetically Social Consequences]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Actions Have Diegetically Social Consequences]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Attention Demanding Gameplay]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Attention Demanding Gameplay]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Combat&diff=18924&oldid=prevStaffan Björk at 08:23, 2 September 20142014-09-02T08:23:06Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 08:23, 2 September 2014</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l28" >Line 28:</td>
<td colspan="2" class="diff-lineno">Line 28:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Combat]] provides a direct way for players to deal with [[Conflicts]] in games, but since the players' [[Enemies]] may cause problems through the [[Combat]] it may also <del class="diffchange diffchange-inline">be </del>[[Attention Demanding]] and cause [[Tension]]. Since [[Combat]] postulates a presence of an opposing force, games with [[Combat]] are more likely to have [[Challenging Gameplay]] than those without it. [[Combat]] typically can lead to the loss of [[Units]] or removal of [[Destructible Objects]], and in the case of games with [[Avatars]] to [[Player Killing]]. [[Player Elimination]] can in turn be a consequence of any of these.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Combat]] provides a direct way for players to deal with [[Conflicts]] in games, but since the players' [[Enemies]] may cause problems through the [[Combat]] it may also <ins class="diffchange diffchange-inline">require </ins>[[Attention Demanding <ins class="diffchange diffchange-inline">Gameplay</ins>]] and cause [[Tension]]. Since [[Combat]] postulates a presence of an opposing force, games with [[Combat]] are more likely to have [[Challenging Gameplay]] than those without it. [[Combat]] typically can lead to the loss of [[Units]] or removal of [[Destructible Objects]], and in the case of games with [[Avatars]] to [[Player Killing]]. [[Player Elimination]] can in turn be a consequence of any of these.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>When the participating in [[Combat]] is optional, or when who to attack is optional, players have a [[Freedom of Choice]] and need to consider the [[Risk/Reward]] and [[Trade-Offs]] that exist between participating in the [[Combat]] and performing other activities. Choosing to attack other players will most likely reveal that these [[Actions Have Diegetically Social Consequences]], especially in games that have [[Player Killing]] or [[Player Elimination]]. Players can also have [[Freedom of Choice]] in [[Combat]] when they can attack in several different ways, and this is also typically offers [[Risk/Reward]] choices and [[Trade-Offs]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>When the participating in [[Combat]] is optional, or when who to attack is optional, players have a [[Freedom of Choice]] and need to consider the [[Risk/Reward]] and [[Trade-Offs]] that exist between participating in the [[Combat]] and performing other activities. Choosing to attack other players will most likely reveal that these [[Actions Have Diegetically Social Consequences]], especially in games that have [[Player Killing]] or [[Player Elimination]]. Players can also have [[Freedom of Choice]] in [[Combat]] when they can attack in several different ways, and this is also typically offers [[Risk/Reward]] choices and [[Trade-Offs]].</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l37" >Line 37:</td>
<td colspan="2" class="diff-lineno">Line 37:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Instantiate ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Instantiate ===</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Actions Have Diegetically Social Consequences]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Actions Have Diegetically Social Consequences]],  </div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Attention Demanding]],  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Attention Demanding <ins class="diffchange diffchange-inline">Gameplay</ins>]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Challenging Gameplay]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Challenging Gameplay]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Destructible Objects]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Destructible Objects]],  </div></td></tr>
</table>Staffan Björk