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  • ...igns]], with the aim of supporting the design and analysis of all types of games. The bulk of the content is in individual patterns, with game pages be nume ...rs.se/Bjork_and_Zagal-Game_Design_and_RPGs.pdf Game Design and RolePlaying Games]. In Zagal, José P. and Deterding, S. (eds.), Role-Playing Game Studies: T
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  • ''Computer or mechanical systems responsible for running individual game instances.'' Computer-mediated games need programs to uphold the game state, handle input from players and provi
    7 KB (1,065 words) - 18:08, 29 January 2015
  • Many computer games offer different ways of playing them, both in regards to which quests to st ...re focused on one strategy of completing or winning the game. However, for games with [[Varied Gameplay]] one can construct [[Testing Achievements]] to make
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  • [[Category:Team-based Games]] [[Category:FPS Games]]
    670 bytes (82 words) - 09:44, 18 January 2015
  • [[Category:FPS Games]] [[Category:Online Games]]
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  • ...These, and the computer games that followed them, thus became [[Real-Time Games]] in the sense that the game system updates automatically without player in ...craft]] and [[StarCraft series]], modify the usually slow pace of strategy games by making the game system continue without player interaction.
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  • [[Category:Computer Games]] [[Category:Real-Time Games]]
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  • ''Games that do not have any winning conditions.'' ...ems they use have no state defined as winning or no way to get there. Such games can still pose interesting challenges to players either by letting players
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  • [[Category:Games]] [[Category:Computer Games]]
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  • Games require players to adopt goals but some games make players adopt the role of fictive people and the roles they have goals ...s]]. For [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]], see Stark 2012<ref name="Stark"/> for an overview of the American versio
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  • Many casino games, e.g. [[Roulette]] or [[Blackjack]], consist of many quite quick game insta ...e Wars]], and the [[Team Fortress series]] as well as in real-time tactics games such as [[World in Conflict]].
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Board Games]]
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  • ...e any given specific game instance, typically not stored on a player's own computer and publicly viewable through the internet. ...s Steam Achievements to provide similar functionality but does not require games to make use of it.
    18 KB (2,669 words) - 08:02, 4 August 2022
  • ''Games that make use of other players' game instances to provide input to the game ...yer games and the isolated gameplay of single-player games - single-player games can of course provide or encourage social interaction outside gameplay and
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  • [[Category:Games]] [[Category:Experimental Art Games]]
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  • ...n games so that each game instance can be different. This in turn can make games interesting to play several times independent of how much variety comes fro ...ion]] where the draw stacks need to be reshuffled several times during the games.
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  • [[Category:Games]] [[Category:Computer Games]]
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  • Some games introduce new things into the game environment as gameplay progresses. This ...(besides possibly then inserting them into the actual battle. Roleplaying games such as [[Dungeons & Dragons]] often have some initial locations with enemi
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  • ...layers to feel that they are more likely to success or perform better, the games are letting them feel [[Luck]]. ...l [[Luck]], and [[Craps]], [[Guts]], and [[Roulette]] are examples of such games. [[Blackjack]], [[Mahjong]], [[Poker]], and [[Texas Hold'em]] also hold lar
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  • All games require some effort to maintain and update the game state. This may be as e ...mine winners. Although not part of the definitions of board games and card games such as [[Chess]], [[Go]], [[Contract Bridge]], the [[Pokémon Trading Card
    20 KB (2,916 words) - 09:30, 23 August 2021
  • ...make use of the skills and equipment used by the diegetic characters. When games make use of both simultaneously, so both player and character characteristi ...Unexplored]] works similarly but as a real-time [[:Category:Computer Games|Computer Game]] also puts demands on players manual dexterity and reflexes.
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  • ''Games where gameplay is easy to begin, perform, pause, and end, without negativel ...s. In this four main areas of difference between causal games and hardcore games are discussed: fictional presentation, game knowledge required, time invest
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  • The outcome of many games depend on the skill or knowledge of those playing it. For players that do p [[Chess]] and [[Go]] are classical examples of [[:Category:Board Games|Board Games]] which allow [[Further Player Improvement Potential]] for a lifetime to mo
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  • [[Category:Computer Games]] [[Category:Console Games]]
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  • [[Category:Computer Games]] [[Category:Games]]
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  • ...game is a series of interesting choices,” but also in how definitions of games mention goals, conflicts and uncertainty (e.g. Suit<ref name="GameDefSuit"/ Some games allow actions that do not actually make players come closer to achieving go
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Board Games]]
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  • .... While these may overlook other aspects and include fantastical elements, games often include representations of [[Agents]] that actively work towards goal ...is they show little evidence for agency. In contrast, the enemies in later games such as [[Braid]], [[Gauntlet]], the [[Doom series]], the [[Left 4 Dead se
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  • ...the game system is in this case not consistent with the original meaning; games having this design are in fact closer to using the ''Horse'' concept in Voo ...he game and provide an anchor for the players' emotional investment in the games.
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  • ...games putting players in charge of small groups. In contrast, roleplaying games such as [[Dungeons & Dragons]] have players controlling one character of th ...ed to expose players to many enemies - this is especially common in zombie games, e.g. the [[Left 4 Dead]] series, the [[Dead Rising]] series, and [[Zombiep
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  • ...ovement, closeness, etc., in non-combat aspects of the gameplay make these games lack some [[Awareness of Surroundings]] that socially believable characters ...coded in the various items of the environment, something which allows the games to easily be expanded with new items.
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  • ...and can be annoyed or disappointed if these are not met. Making agents in games be able to show [[Emotional Attachment]] is a way to counter this by having [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] typically can show some [[Emotional Attachment]] but not do so consistent
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  • Players have goals in games. However, diegetic character can have goals regarding the game world or may ...n criteria and therefore excludes many other types of goals agents playing games can have, e.g. social or experiential ones.''
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  • [[Category:Games]] [[Category:Action Games]]
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  • Many games worlds contains more entities such as animals, people, monsters, or robots ...case the [[Algorithmic Agents]] are also used to provide opponents but in games such as [[Fable II]], [[Fallout series]], [[NetHack]], and [[Torchlight]] t
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  • ..., [[Intrigue]], and [[So Long Sucker]]. Some [[:Category:Board Games|Board Games]], e.g. [[Battlestar Galactica: The Board Game]] and [[Shadows over Camelot ...n them). [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] such as [[1942 – Noen å stole på]] and [[Monitor Celestra]] are simil
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  • ...p them to be as the players want, these are [[Player-Created Characters]]. Games with these allow players to customize not only the characters but through t ...y to begin more quickly. [[Ars Magica]] and [[GURPS]] are examples of such games where players spend points to determine attributes and other important char
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  • ''Games where the gameplay is clearly divided into clearly defined parts where play ...ct and perform one action. However, this can challenged in various ways in games while still having them be perceived as having turns, e.g. by having severa
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  • One way that games can divide gameplay into separate sections or chunks are to spatially const ...i. e., each level presents new enemies and puzzles for the player. In some games, the levels can also have different primary activities the player has to pe
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  • Many games depict fictional worlds populated with people of more or less human qualiti Although not that interesting as personalities, early arcade games such as [[Pac-Man]] can be said to have [[NPCs]] since each of them was giv
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  • [[Category:Games]] [[Category:Computer Games]]
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  • Many games let players control game elements that represent people or creatures that a ...s such as the [[The Elder Scrolls series]] and the [[Fallout series]], and games building on the genre, e.g. [[NetHack]], [[Torchlight]], the [[Diablo serie
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Computer Games]] [[Category:Games]]
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  • [[Category:Computer Games]] [[Category:Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Real-Time Games]]
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  • [[Category:Games]] [[Category:Roleplaying Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Real-Time Games]]
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  • [[Category:Games]] [[Category:Action Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Online Games]]
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  • [[Category:Games]] ...roid belt. The player must spread to other asteroids while contending with computer controlled opponents playing as other species.'' <ref name="wiki"/><ref nam
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  • ...stract game elements, diegetically. To present these types of information, games can either augment the presentation of game elements with extra [[Game Stat ...heir offspring [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]] often require them as well.
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  • ...r of possible future game states after a couple of actions decide if these games can be said to encourage [[Stimulated Planning]] amongst players. Depending ...of games that [[Stimulated Planning|Stimulate Planning]], and puzzle-like games like [[Ricochet Robots]], [[Continuity]], and [[Cursor*10]] have the same c
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  • All games need players. However, there are not always enough people available and wil ...the [[Left 4 Dead series]], and the [[Tekken series]]). For some of these games it may be unpractical to find enough people to fill all the player slots av
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  • ...but in other cases they may be necessary to do in all game sessions. Some games explicitly build [[Experimenting]] into gameplay as puzzles. In these cases Linderoth<ref name="Linderoth"/> points out that actions in games are either ''exploratory'' or ''performatory'', where the former can be see
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  • Most games allow or require players to plan what they want to do later in them. [[Stra ...ctics vary. For this collection of patterns, strategy refers to aspects of games that do not depend on any specific game state while tactics relate to how o
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  • Many games make players plan what actions to perform based upon which possible action ...er]], [[Stratego]], [[Agricola]], and [[Amun-Re]] are all examples of such games that require extensive [[Tactical Planning]].
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  • Many games have game elements that portray people or monsters that try and hinder play ...ges to the players even though they have a limited set of behaviors. Later games like the first-person shooter [[Doom series]] and the real-time strategy [[
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  • [[Category:Games]] [[Category:Real-Time Games]]
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  • [[Category:Computer Games]] <ref name="site">Official [http://www.kongregate.com/games/banthar/hell-tetris site] for the game.</ref>
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  • ...nted results, and to let players have second (and third etc.) chances some games provide the possibility to try again a limited number of times. This lets p ...er events but makes the pattern more difficult to provide in [[Multiplayer Games]] without resorting to [[Privileged Abilities]], as for example the ''Luck'
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  • ...lly Outstanding Features]]. These can provide the basis for affordances in games<ref name="Rambusch"/> that are easily to establish, and help players with t ...e aspects may be used to create [[Environmental Storytelling]] or modulate games with a [[Detective Structures|Detective Structure]], but this can also be t
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  • ...esides the different strategies one can use while training. Similarly some games, e.g. [[Tic-Tac-Toe]], provides several choices of where to place one's tok Open-ended games like the [[Sims series]] provide players with a multitude of game elements
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  • ...he parts that make up these stories are created before gameplay begins the games have [[Predetermined Story Structures]]. ...eplay]]. [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] are often less pre-planned regarding events since coordinating these with
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  • ...es which identify them as specific games compared to others. However, many games also have a set of associated [[Optional Rules]]. These can be ones that gr ...rules<ref name="gaming rules"/> of any game is decided by the players, all games in one sense have [[Optional Rules]].
    8 KB (1,206 words) - 21:07, 5 July 2015
  • Some games are designed so they allow players to freely interact with the game element ...]] and [[:Category:Card Games|Card Games]] that are not mediated through a computer system support [[Free Game Element Manipulation]]. Several of those played
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  • ...reated by organizers come with all parts complete. Instead players of some games either have to create game elements themselves before gameplay begins or ca ...servers. [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]], e.g. [[Dragonbane]] and [[Trenne Byar]], require a multitude of props an
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  • ''Games that have more than one player.'' ...ith the advent of the internet it became practical to create [[Multiplayer Games]] with hundreds or thousands of players, first in MUDs<ref name="MUDs"/> an
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  • [[Category:Games]] [[Category:Co-Op Games]]
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  • ...en they have to be present to be part of a game. For asynchronous games or games where you don't know all the people that are playing, it this may be necess ...sists of many rounds with only one resource changing between them. Similar games but with more complex structures, e.g. [[Texas Hold'em]] have difficulties
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  • [[Category:Games]] [[Category:Computer Games]]
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  • Many games make players move through their game worlds. While this makes it easy to st ...ety of the town where loot can be sold and new supplies can be bought. All games in the [[Elder Scrolls series]] but [[The Elder Scrolls III: Morrowind|Morr
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  • [[Category:Games]] [[Category:Real-Time Games]]
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  • [[Category:Games]] [[Category:Turn-Based Games]]
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  • ...sily to succeed in games if one has help. While these may be other people, games can also provide characters and other entities, commonly called [[Companion Many roleplaying games such as [[Dungeons & Dragons]] and [[GURPS]] allow players to get trained a
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  • [[Category:Games]] [[Category:Computer Games]]
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  • ''Games where humans have no direct choices during the gameplay.'' Zero-Player Games<ref name="wiki"/> are games where humans do not directly influence the game sessions. Instead they may
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  • ...s or between players and the game system. When aimed at communicating with computer-controlled characters or the game system itself, the system must not only b ...a similar system for [[Dialogues]] between the player's character and two computer-controlled characters, but does this integrated with a real-time graphical
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  • Games that have developed characters may have rules to ensure that these characte The dialogue choices available in games such as the [[Mass Effect series]] or the [[Witcher series]] gives players'
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  • Many [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]], e.g. [[1942 – Noen å stole på]] and [[Dragonbane]], provide good set For games building on [[Roleplaying]], encouraging [[Gossip]] can be as easy as provi
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  • [[Category:Computer Games]] [[Category:Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Cutscenes]] are used when games cannot progress the entire game story through actions and events and need t ..."/> for a discussion regarding the pros and cons of using [[Cutscenes]] in games.
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  • ''Games where each game instance only there is only supports one player.'' ...nother cost is that the game designers and developers of a [[Single-Player Games|Single-Player Game]] need to construct all the challenges to be part of the
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  • ...tion each pattern should include several examples, from different types of games when possible (as the examples used have a tendency to be those played by t === Games can be described as an Activity-Based Framework of Game Components ===
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  • Diegesis is the presentation of the elements in a game world. However, games may need to provide more information due to their systems containing more i [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Call of Cthulhu]], [[Storytelling System]], and [[Hârnmaster]]
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  • ..., by relating to other fictional worlds (from literature, movies, or other games) and the real world they can help players understand the underlying structu ...e of fictive worlds to base differences on how the games are set up. Other games, e.g. [[Dominion]] and [[Race for the Galaxy]], have descriptions of [[Game
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  • [[Category:Games]] [[Category:Roleplaying Games]]
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  • Some effects in games require several players to do act together for them to take place at all. T ...each others shoulders, building `human' pyramids. Further, computer-based games can easily let players not close to each other in the game still perform [[
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  • ...or can the challenge of succeeding in performing the action. However, some games require players to, at least some of the time, repeatedly perform actions t ...Progress Quest]] critiques these kinds of design by being a game where the computer does the [[Grinding]] for the players, leaving only the minimal character c
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