Search results

Jump to: navigation, search
  • [[Anticipation]]
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...rming [[Interruptible Actions]] quite naturally provides players with an [[Anticipation]], but can also create [[Tension]] since it may not success due to the infl [[Anticipation]], [[Attention Swapping]],
    6 KB (888 words) - 10:03, 16 March 2018
  • ...f [[Analysis Paralysis]] situations has a somewhat adverse effect on the [[Anticipation]] of the uncertain outcome during the play. [[Anticipation]],
    10 KB (1,463 words) - 15:55, 25 January 2018
  • [[Rhythm-Based Actions]] provide [[Anticipation]] and [[Hovering Closures]] since players need to be aware of what they sho [[Anticipation]],
    6 KB (852 words) - 08:28, 11 October 2022
  • ...ssed about completing activity within limited time gives [[Tension]] and [[Anticipation]] of a potential failure, both which can give rise to [[Emotional Engrossme
    6 KB (933 words) - 09:05, 21 September 2016
  • ...rom ledges and 300 ''incapacitated'' health otherwise) that provide both [[Anticipation]] and [[Tension]]. Players that have been incapacitated three times in a ro ...s are either Pipe bombs that attract infected before exploding (creating [[Anticipation]]), molotov cocktail that causes fires, and, for [[Left 4 Dead 2|L4D2]] Bil
    26 KB (4,124 words) - 10:03, 13 May 2022
  • ...Indicator]] of how much is left of the [[Time Limit]] naturally creates [[Anticipation]] and sometimes [[Hovering Closures]]. One example of this is having [[Time [[Analysis Paralysis]], [[Anticipation]],
    17 KB (2,648 words) - 09:05, 21 September 2016
  • ...w that they can be betrayed, the presence of the pattern in a game gives [[Anticipation]] and [[Tension]] to the gameplay, even more so for games with [[Cooperatio [[Anticipation]],
    12 KB (1,820 words) - 16:10, 8 February 2019
  • ...as long as they started with some [[Tension]]. One way of creating this [[Anticipation]] is to give players a [[Determinable Chance to Succeed]]. ...attack as soon as one spawns in the latter case this has more to do with [[Anticipation]] and having to trust that one has chosen a good place to camp. [[Geometric
    24 KB (3,511 words) - 09:04, 21 September 2016
  • ...to succeed, this can in turn led to [[Emotional Engrossment]] as well as [[Anticipation]] and [[Tension]]. [[Anticipation]],
    7 KB (1,024 words) - 15:30, 31 July 2015
  • ...oals. However, they need to express [[Emotional Attachment]] regarding the anticipation, success, and failure of these goals. [[Memory of Important Events]] and [[
    6 KB (877 words) - 19:47, 14 August 2014
  • ...lure during gameplay, but also from the failure unfolding slow enough so [[Anticipation]] and [[Tension]] still can be continued to be felt while it is happening. [[Anticipation]],
    7 KB (979 words) - 10:08, 2 September 2016
  • ...ased by [[Turn Taking]] since it can force players to have to wait while [[Anticipation]], [[Hovering Closures]], and [[Interruptible Actions]] exist.
    14 KB (2,101 words) - 09:28, 21 September 2016
  • ...completion of a level thereby provides strong [[Hovering Closures]] and [[Anticipation]], and the former can be increased further if [[Save Points]] only exist be [[Anticipation]],
    21 KB (3,112 words) - 21:52, 19 March 2018
  • ...hich follow. Waiting to know if they have made mistakes can give rise to [[Anticipation]] and [[Tension]], while seeing the mistakes take place can provide [[Spect [[Anticipation]],
    8 KB (1,222 words) - 16:09, 23 July 2016
  • ...ributions]] supports [[Predictable Consequences]] and allow them to feel [[Anticipation]]. This can change how they calculate [[Risk/Reward]] situations and [[Misf [[Anticipation]],
    4 KB (644 words) - 05:40, 5 September 2022
  • [[Delayed Reciprocity]] gives the waiting players [[Anticipation]] of [[Delayed Effects]] that are [[Rewards]], and thereby create [[Hoverin [[Anticipation]],
    8 KB (1,230 words) - 23:34, 17 March 2018
  • ...develop. Working toward these are [[Continuous Goals]] with can provide [[Anticipation]] and motivate [[Stimulated Planning]], potentially in the form of pure [[E [[Anticipation]],
    8 KB (1,142 words) - 16:39, 19 January 2018
  • ...ded in favor of other plots or storylines. By doing so, they can provide [[Anticipation]], [[Surprises]] (including [[Surprise Attacks]]), and [[Tension]], as well [[Anticipation]], [[Ability Losses]], [[Agents]],
    19 KB (2,776 words) - 07:11, 8 April 2022
  • ...h [[Development Time]] so that players can plan future actions, and feel [[Anticipation]]. ...through [[Progress Indicators]], this leads to [[Hovering Closures]] and [[Anticipation]]. This can also let players engage in [[Tactical Planning]] in the form of
    4 KB (559 words) - 23:29, 16 May 2011
  • [[Delayed Effects]] can make people have [[Anticipation]] and feel that they have [[Luck]] without requiring any other aspects of t ...the [[Delayed Effects]] have been done, and waiting for them can create [[Anticipation]] or [[Tension]], especially when combined with [[Uncertainty of Informatio
    7 KB (1,024 words) - 17:00, 8 July 2016
  • [[Quests]] can provide players with both [[Anticipation]] and [[Hovering Closures]] since they can observe their own progression an [[Anticipation]],
    10 KB (1,303 words) - 10:09, 13 May 2022
  • ...ch in turn quite easily creates [[Tension]] in the players, and possibly [[Anticipation]] as they notice that effort is being made to help them or that they their [[Anticipation]],
    6 KB (880 words) - 13:24, 27 August 2015
  • ...]. Since they are visible from long distances, they let players have the [[Anticipation]] of reaching them for a long time. When they cannot be reached, they inste [[Anticipation]],
    3 KB (493 words) - 13:34, 21 July 2016
  • ...ot]] and [[Sets]] are part of a game's design, the pattern gives rise to [[Anticipation]] and [[Stimulated Planning]] on how to gain it. However, the search for pa [[Anticipation]],
    7 KB (935 words) - 08:34, 3 September 2016
  • ...goals, and as players near completion of these [[sets]] can give rise to [[Anticipation]]. [[Anticipation]],
    5 KB (782 words) - 10:09, 13 May 2022
  • ...ion, i.e. being a [[Delayed Effects|Delayed Effect]], this gives players [[Anticipation]]. [[Anticipation]]
    8 KB (1,125 words) - 12:39, 4 September 2011
  • ...be achieved, but also what can encountered, lets [[Clues]] provide both [[Anticipation]] and [[Tension]] in games. [[Clues]] complying with a game's [[Thematic Co [[Anticipation]],
    13 KB (1,835 words) - 13:36, 21 July 2016
  • ...t this is quite likely to lead to [[Player-Planned Development]] and the [[Anticipation]] this gives. If players are given significant amount of control or have th
    14 KB (1,906 words) - 21:27, 18 March 2018
  • ...s]], and those that are triggered but have [[Delayed Effects]] can cause [[Anticipation]]. [[Traps]] that mask themselves as useful [[Game Items]] or beneficial [[ [[Anticipation]]
    11 KB (1,586 words) - 08:04, 27 July 2015
  • ...ayers know what effect activating [[Switches]] have; this not only gives [[Anticipation]] but also promotes [[Stimulated Planning]]. Those have [[Time Limits]] ass [[Anticipation]],
    6 KB (850 words) - 13:50, 21 July 2016
  • ...can cause [[Tension]] to a higher degree than other [[Enemies]] and also [[Anticipation]] if foreshadowed by [[Cutscenes]] or other narrative means. [[Anticipation]]
    9 KB (1,234 words) - 12:01, 20 March 2018
  • ...can be found there, [[Traces]] provides [[Clues]] that can give rise to [[Anticipation]] and [[Tension]] in games but can also help in [[Puzzle Solving]] activiti [[Anticipation]],
    9 KB (1,287 words) - 13:51, 21 July 2016
  • ...ough their actions, which in turn can be wanted to make the players have [[Anticipation]] or [[Hovering Closures]], or make them engage in [[Stimulated Planning]] ...able Consequences]] let players predict future game states and thus have [[Anticipation]] and notice [[Hovering Closures]] in games. Noticing these [[Hovering Clos
    15 KB (2,228 words) - 16:05, 3 October 2016
  • ...evelopment]] to occur, players who have adopted such goals can have more [[Anticipation]]. For these reasons, the goals easy emerge when players can do [[Player-Pl [[Anticipation]],
    7 KB (989 words) - 09:33, 8 April 2022
  • ...ic actions. These [[Competition|Competitions]] are likely to create both [[Anticipation]] and [[Tension]], and force players to make [[Trade-Offs]] between the mos [[Anticipation]],
    5 KB (792 words) - 13:25, 9 April 2018
  • ...rimary [[Predetermined Story Structures]]. These structures give players [[Anticipation]] of how gameplay and narration will unfold and typically make players awar [[Anticipation]],
    5 KB (737 words) - 09:09, 8 March 2023
  • ...ages or even requires players to perform [[No-Ops]]. It can provide both [[Anticipation]] and [[Tension]] since players are waiting for game events they believe wi [[Anticipation]],
    6 KB (930 words) - 13:48, 7 September 2020
  • ...er [[Tension]] to work against explicit goals, and this thereby provides [[Anticipation]] for reaching that goal. They give implicit [[Time Limits]] to players unl [[Anticipation]],
    12 KB (1,789 words) - 07:50, 27 September 2016
  • ...ing]] in itself. Knowledge that [[Red Herrings]] make exist can modulate [[Anticipation]] and lead to increased [[Tension]] as players are more uncertain about the [[Anticipation]],
    6 KB (839 words) - 08:50, 8 March 2023
  • ...or [[Powers]], the [[Game Masters]] can quite easily make players feel [[Anticipation]], [[Exaggerated Perception of Influence]], [[Luck]], or [[Tension]] depend [[Anticipation]],
    4 KB (579 words) - 12:05, 20 March 2018
  • ...meplay area. While having [[Reconnaissance]] goals can make players have [[Anticipation]] of finding [[Enemies]], actually finding them may still give them [[Surpr [[Anticipation]],
    8 KB (1,105 words) - 13:49, 26 March 2018
  • ...out the possibility of [[Unlocking]] something makes it possible to have [[Anticipation]] about this and can motivate both [[Grinding]] and [[Player-Planned Develo [[Anticipation]],
    5 KB (673 words) - 09:21, 12 August 2015
  • ...lex Gameplay]] making [[Surprises]] possible but at the same time making [[Anticipation]] more unlikely. [[Complex Gameplay]] has a dual relation to [[Hovering Clo [[Anticipation]],
    17 KB (2,460 words) - 11:13, 21 March 2018
  • ...f Catan]] are an example of when this is not the case), and provide both [[Anticipation]] and [[Tension]] to gameplay while making more difficult to have a [[Predi [[Anticipation]],
    3 KB (504 words) - 14:14, 26 July 2016
  • ...Not knowing who will win a game until gameplay is over typically causes [[Anticipation]] and [[Tension]]; which a player feels most strongly depends on their subj [[Anticipation]],
    5 KB (765 words) - 08:50, 28 September 2016
  • ...Roleplaying]], this can be [[Gossip]] between the [[Player Characters]]. [[Anticipation]] and [[Tension]] may not be activities but players can often experience it [[Anticipation]],
    9 KB (1,216 words) - 13:23, 27 August 2015
  • Games that are supposed to provoke horror or at least tense anticipation, e.g. the [[Silent Hill series]] and the [[Left 4 Dead series]], alternate ...tention Demanding Gameplay]] or [[Tension]] but can provide players with [[Anticipation]] if they know approximately when the [[Lull Periods]] will end. Player can
    3 KB (495 words) - 15:16, 19 August 2015
  • ...to have [[Emotional Engrossment]] in games, they can for example provide [[Anticipation]], [[Surprises]], and [[Tension]] depending on when they are given and how [[Anticipation]],
    11 KB (1,541 words) - 14:32, 17 March 2018
  • ...ing how close they were can promote [[Replayability]] and modify players [[Anticipation]] when about to do their new attempt. Having [[Near Miss Indicators]] can a [[Anticipation]],
    4 KB (617 words) - 11:59, 17 July 2016
  • [[Hovering Closures]] are used to create or intensify [[Anticipation]] or [[Tension]] in games. While the pattern is used in some form in most g [[Hovering Closures]] can create [[Anticipation]] and [[Tension]] in games. This in turn can create [[Emotional Engrossment
    4 KB (591 words) - 08:07, 26 August 2021
  • ...ers' [[Freedom of Choice]]. Those which are known in advance work create [[Anticipation]] and [[Hovering Closures]] while working against [[Exaggerated Perception [[Anticipation]],
    7 KB (863 words) - 09:47, 21 September 2016
  • ...Choice]] regarding which goals are available. While any goal can provide [[Anticipation]] and [[Emotional Engrossment]], [[Player-Defined Goals]] have additional p [[Anticipation]],
    7 KB (1,014 words) - 14:07, 17 March 2018
  • ...sk/Reward]]. If the bet isn't immediately resolved, the pattern supports [[Anticipation]] and [[Tension]] due to [[Delayed Effects]] and [[Hovering Closures]]. Loc [[Anticipation]],
    10 KB (1,429 words) - 12:27, 25 August 2021