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  • [[Alliances]] [[Temporary Alliances]] <- (Dynamic Alliances)
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...hallenges]] triggering [[Cooperation]] in order to survive, resulting in [[Alliances]] with the [[Continuous Goals|Continuous]] and [[Supporting Goals]]. As not ...implied [[Delayed Reciprocity]]. Besides making players have [[Uncommitted Alliances]] in this way, the series allow [[Betrayal]] in that players can opt to run
    26 KB (4,124 words) - 10:03, 13 May 2022
  • ...layers to [[Betrayal]] each other. Other board games that rely on volatile alliances include [[Junta]] and [[Illuminati]]. ...e. Those [[Alliances]] that do not require investments, i.e. [[Uncommitted Alliances]], may make it easier to commit [[Betrayal|Betrayals]] but at the same time
    12 KB (1,820 words) - 16:10, 8 February 2019
  • ...emy’s Enemy is my Friend]]. [[PvE]] gameplay encourages these types of [[Alliances]] and thereby [[Cooperation]] if they do not also simultaneously have [[PvP [[Alliances]],
    15 KB (2,097 words) - 07:00, 8 April 2022
  • ...ding them. Third, many types of [[Social Interaction]] including [[Dynamic Alliances]], [[Kingmaker]], and [[Voting]] may make a single player only have influen ...ies]], [[Determinable Chance to Succeed]], [[Drop-In/Drop-Out]], [[Dynamic Alliances]], [[Dynamic Difficulty Adjustment]], [[Enemies]], [[Enforced Agent Behavio
    22 KB (3,278 words) - 09:10, 21 September 2016
  • ...ny different minor ways (government, social reforms, colonies, technology, alliances, etc.) but these have to add up in certain ways for them to become a notice
    11 KB (1,615 words) - 10:12, 13 May 2022
  • ...timulated Planning]] can be created by having [[Multiplayer Games]] with [[Alliances]], [[Guilds]], or [[Parties]] or any other structures they encourages [[Coo [[Multiplayer Games]] together with [[Alliances]], [[Guilds]], or [[Parties]]
    19 KB (2,749 words) - 08:30, 27 August 2021
  • ...d by making them hostile towards sets of players (and thereby suggesting [[Alliances]] if [[Teams]] are not already present). Sometimes [[Enemies]] can be simpl ...an identify [[Mutual Enemies]] this may form the motivation for creating [[Alliances]]. Testing and confirming that [[Enemies]] actually have [[Vulnerabilities]
    22 KB (3,194 words) - 08:51, 11 October 2022
  • ...to pursue them or not. Specific examples of this include trying to gain [[Alliances]] in [[Multiplayer Games]], providing [[Achievements]] that can be collecte [[Aim & Shoot]], [[Alarms]], [[Alliances]],
    39 KB (5,769 words) - 08:28, 27 August 2021
  • ...y as in the [[Defense of the Ancients series]] or [[World of Warcraft]]. [[Alliances]], [[Guilds]], and [[Parties]] can also be used to support [[PvP]] gameplay ...obligations, as does other pattern such as [[Betrayal]] and [[Uncommitted Alliances]] which depend on social agreements. [[Player Killing]] creates [[Risk/Rewa
    30 KB (4,181 words) - 13:39, 1 April 2022
  • Games where players belong to teams, alliances, or other types of groups that are supposed to cooperate can cause problems ...ayers do not have to cooperate but they game mechanics force them to entry alliances and pacts to be able to perform actions, and [[Intrigue]] is balanced so th
    12 KB (1,731 words) - 07:28, 8 April 2022
  • ...tiplayer Games]], [[Factions]] offers a natural reason for [[Teams]] and [[Alliances]]. This in turn often leads to [[Social Interaction]] since the [[Factions] [[Actions Have Diegetically Social Consequences]], [[Alliances]],
    12 KB (1,730 words) - 07:21, 6 May 2022
  • ...pose spread mis-information. As such it can be vital to maintain [[Dynamic Alliances]] and believes in [[Delayed Reciprocity]], but can also be used to commit [ ...the tool to commit [[Betrayal]] or the glue that holds together [[Dynamic Alliances]] or beliefs in [[Delayed Reciprocity]].
    6 KB (800 words) - 10:09, 11 August 2015
  • ...decide on one goal can be a player [[Rewards|Reward]] that opens up for [[Alliances]] and progress [[Predetermined Story Structures]]. The second way is to pro
    11 KB (1,576 words) - 11:03, 18 March 2018
  • ...of [[Eavesdropping]], [[Information Passing]], [[Intrigue]], and [[Secret Alliances]] may be appropriate to games where the gameplay revolves around [[Internal [[Secret Alliances]],
    11 KB (1,592 words) - 08:54, 11 October 2022
  • ...ames]], [[Loyalty]] can exist as reciprocal relations through the use of [[Alliances]], [[Guilds]], or [[Symbiotic Player Relations]] that can be mapped to some [[Multiplayer Games]] together with [[Alliances]] or [[Guilds]]
    9 KB (1,383 words) - 12:04, 4 August 2015
  • ...ns of formalized [[Teams]], but performing them at least creates [[Dynamic Alliances]] while the actions are being performed. They can be encouraged by [[Shared [[Dynamic Alliances]],
    10 KB (1,431 words) - 08:03, 14 August 2019
  • ...created is to have [[Social Organizations]], since these are formalized [[Alliances]] based around some form of [[Delayed Reciprocity]]. However, the similar s ...ed Reciprocity]] situations can also be used to give rise to [[Uncommitted Alliances]] as these basically are [[Delayed Reciprocity]] situations where there can
    8 KB (1,230 words) - 23:34, 17 March 2018
  • ...way to encourage [[Teams]] such as [[Guilds]] or the creation of [[Dynamic Alliances]] through [[Pickup Groups]]. Regarding the action common in [[Massively Mul [[Dynamic Alliances]], [[Pickup Groups]]
    7 KB (1,028 words) - 08:01, 28 July 2015
  • ...e also a way to invite other players into [[Cooperation]] in [[Uncommitted Alliances]] based on the assumption of [[Delayed Reciprocity]], which in practice cre ...ts]], [[Guilting]], [[Individual Rewards]], [[Risk/Reward]], [[Uncommitted Alliances]]
    5 KB (783 words) - 15:39, 4 August 2015
  • ...he leader but can also lead to [[King Maker]] effects. These [[Uncommitted Alliances]] are common in games with [[King of the Hill]] goals but can also be found [[Uncommitted Alliances]] together with [[Multiplayer Games]]
    14 KB (1,988 words) - 12:41, 18 October 2022
  • ...ning]], and make it somewhat more likely that players create [[Uncommitted Alliances]]. [[Predictable Consequences]] are a motivation for players to engage in [ [[Uncommitted Alliances]]
    15 KB (2,228 words) - 16:05, 3 October 2016
  • ...tion]] in games in that it implies that players will have an [[Uncommitted Alliances|Uncommitted Alliance]]. [[Neighbors]] can also be [[Resources]] to players, [[Uncommitted Alliances]],
    4 KB (518 words) - 10:30, 4 July 2016
  • ...n lead players to form [[Temporary Alliances|Temporary]] and [[Uncommitted Alliances]] with the aim to [[Beat the Leader]]. It can also make people try [[Speede [[Temporary Alliances]],
    5 KB (765 words) - 09:34, 21 September 2016
  • ...e used in both [[Single-Player Games]] and [[Multiplayer Games]]. Unlike [[Alliances]] and [[Teams]], they do not have to be formed from explicit gameplay goals ...uping of [[Player Characters]] and possibly [[Companions]], which can be [[Alliances]] or [[Teams]] but do not have to be either of these since they do not have
    12 KB (1,631 words) - 08:04, 26 August 2021
  • ...ation]] and [[History of the World]] depend on players abilities to create alliances and potentially lure other players to trust them. Other games depending str ...nt for [[Social Skills]] to be present in a game design. The presence of [[Alliances]], [[Guilds]], [[Parties]], [[Social Organizations]], or [[Teams]] in [[Mul
    4 KB (605 words) - 15:57, 8 February 2019
  • ...nication Channels]] are also necessary for [[Social Roles]] to function. [[Alliances]], [[Guilds]], [[Parties]], [[Social Organizations]], and [[Teams]] are gen ...s a negotiator. Setting up [[Temporary Alliances]] or maintaining [[Secret Alliances]] may also suit negotiators.
    12 KB (1,649 words) - 07:03, 8 April 2022
  • ...ying with. This makes [[Instances]] create [[Pickup Groups]] and [[Dynamic Alliances]]. These consequences, and the concentration of players during the actual g [[Dynamic Alliances]],
    6 KB (804 words) - 14:49, 4 August 2015
  • ...need to do these [[Collaborative Actions]] in secrecy while [[Uncommitted Alliances]] introduces complexity in the form of possible failure of fulfilling promi [[Secret Alliances]],
    17 KB (2,460 words) - 11:13, 21 March 2018
  • ...can make players enter [[Temporary Alliances|Temporary]] and [[Uncommitted Alliances]] against perceived leaders, and this can is some cases take the form of [[ [[Temporary Alliances]],
    6 KB (905 words) - 13:31, 6 April 2018
  • ...ers' goals. [[Last Man Standing]] can cause players may create [[Temporary Alliances]] to get local benefits in the [[Competition]] between themselves, specific [[Temporary Alliances]],
    4 KB (601 words) - 08:50, 4 August 2022
  • ...e [[Stimulated Planning]] and [[Tension]]. This can give rise to [[Dynamic Alliances]] working against a [[Predictable Winner]] in [[Multiplayer Games]]. While [[Dynamic Alliances]],
    13 KB (1,881 words) - 09:25, 8 March 2023
  • ...possibility for player to engage in [[Negotiation]] to form [[Uncommitted Alliances]] aimed at sharing these [[Rewards]] (and less commonly [[Penalties]]). [[Uncommitted Alliances]]
    5 KB (698 words) - 11:08, 26 August 2021
  • ...onstellations. This can results in players agreeing to be in [[Uncommitted Alliances]] to share the [[Penalties]] or [[Rewards]]. When this happens among player [[Uncommitted Alliances]]
    6 KB (872 words) - 09:01, 1 October 2016
  • ...ctability]] and patterns related to this such as [[Betrayal]] and [[Secret Alliances]]. [[Secret Alliances]],
    6 KB (805 words) - 12:04, 26 August 2021
  • ...ension in these may be due to players switching, or threatening to switch, alliances.
    16 KB (2,156 words) - 12:11, 19 March 2018
  • ...centives for players to reach the [[Mutual Goals]] differ. Having [[Secret Alliances]] make [[Collaboration]] or [[Cooperation]] regarding the goals much more d ...[[Mutual Goals]] most often provide [[Shared Rewards]] can give rise to [[Alliances]] if those sharing the goals are not already in [[Teams]], and [[Cooperatio
    6 KB (808 words) - 12:59, 15 March 2018
  • ...ing [[Shared Rewards]]). They can also be used to strengthen the ties of [[Alliances]], [[Factions]], or [[Social Organizations]] as well as being the basis for [[Alliances]],
    4 KB (573 words) - 18:51, 22 September 2015
  • ...Social Organizations]] present in a game. They can also affect or create [[Alliances]] and [[Mutual Goals]] when players can agree on trying to use the [[Shared [[Alliances]],
    4 KB (551 words) - 13:19, 1 April 2022
  • ...[[Uncommitted Alliances]] or [[Teams]]. [[Shared Rewards]] can make both [[Alliances]] and [[Competition]] stronger, in the latter case by setting up the "probl ...Social Roles]] handling this. This become most apparent when [[Uncommitted Alliances]] are given [[Shared Rewards]] due to [[Tied Results]] as the [[Rewards]] t
    5 KB (667 words) - 18:39, 22 September 2015
  • ...is can however become a somewhat blurred when affected players belong to [[Alliances]] or [[Teams]]. In [[Single-Player Games]] they are the only type of [[Pena [[Alliances]],
    3 KB (422 words) - 18:51, 22 September 2015
  • ...ime. While [[Delayed Effects]], [[Delayed Reciprocity]], and [[Uncommitted Alliances]] can set up closures that take quite some time before the occur, [[Levels] [[Uncommitted Alliances]],
    4 KB (591 words) - 08:07, 26 August 2021
  • ...aling with creating shifting relations between game agents, e.g. [[Dynamic Alliances]] and [[Internal Rivalry]], make for [[Varied Gameplay]] ([[Internal Rivalr [[Dynamic Alliances]],
    14 KB (1,944 words) - 11:17, 21 March 2018
  • ...consequences. Actions related to [[Delayed Reciprocity]] or [[Uncommitted Alliances]] naturally provide [[Leaps of Faith]] for both these two reasons, since be [[Uncommitted Alliances]]
    5 KB (731 words) - 09:52, 29 August 2016
  • ...lemmas]] and require [[Negotiation]] can create [[Cooperation]], [[Dynamic Alliances]], and even [[Social Organizations]]. [[Cooperation]], [[Dynamic Alliances]], [[Social Organizations]]
    7 KB (992 words) - 08:10, 11 October 2022
  • ...at have the goals, it makes the [[Alliances]] into a form of [[Uncommitted Alliances]] since they can be compromised or betrayed. ==== with [[Alliances]] ====
    5 KB (662 words) - 06:53, 28 September 2016
  • [[Temporary Alliances]] often form among those that do not satisfy [[King of the Hill]] goals sin [[Temporary Alliances]],
    5 KB (719 words) - 08:42, 23 February 2023