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  • ...Games]], and [http://www.giantbomb.com/menus-dont-pause-gameplay/3015-7485/games/ this] and [http://www.giantbomb.com/no-game-pause/3015-1578/ this]) [[Quick Games]]
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  • ...me Masters]] (but the latter may also make this assumption invalid). Other games may have them in the rules but these may not be followed. Even though [[Real-Time Games]] make it impossible to undo actions (without resorting to [[Save-Load Cycl
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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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  • ...s Steam Achievements to provide similar functionality but does not require games to make use of it. ...''Master of the Mojave''). To encourage players to test the gambling mini-games within the main game one [[Achievements|Achievement]] for each exists (''Do
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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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  • ...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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  • Many games are designed to be played many times. In order for these to be interesting, ...possible outcomes that players have very little chance of ever playing two games which are exactly the same. This means that every game session will have ne
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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"/ ...illusion that they can explore or interact with more of the diegetic game world than they actually can. Second, the designers may wish to tell a story in a
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  • ...litators or separated sets of rules to enact other inhabitants in the game world. ...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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  • Games often contain agents that can manipulate the game state but are not humans. ...they do have their [[Own Agenda]], the characterization of people in those games in weak so this is a weak example. The first tutorial bot in [[Quake III Ar
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  • ...ls in games. However, diegetic character can have goals regarding the game world or may actually need them to be believable as characters. When these charac ...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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  • ...e better put to use there. To avoid this, games may provide [[Open Destiny|Open Destinies]] so that the unfolding of characters' narrative arcs differs dep [[Open Destiny]] has strong connections to the idea of multiple endings, and many
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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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  • ...chunks are to spatially constrain players into different parts of the game world. These separate parts are typically called [[Levels]]. ...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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  • ...unity of referring to the graphical representation of a person in the game world (a sort of non-player version of the [[Avatars|Avatar]] patterns). Although Many games depict fictional worlds populated with people of more or less human qualiti
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  • ...se people or creatures have characteristics not directly shown in the Game World that can change during gameplay, these game elements have an abstract eleme ...], [[Torchlight]], the [[Diablo series]], the [[Mass Effect series]] and [[World of Warcraft]].
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  • [[Category:Games]] [[Category:Roleplaying Games]]
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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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  • ...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
    39 KB (5,769 words) - 08:28, 27 August 2021
  • ...he parts that make up these stories are created before gameplay begins the games have [[Predetermined Story Structures]]. ...eplay]]. [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] are often less pre-planned regarding events since coordinating these with
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  • Some games are designed so they allow players to freely interact with the game element ...onal [[:Category:Board Games|Board Games]] and [[:Category:Card Games|Card Games]] that are not mediated through a computer system support [[Free Game Eleme
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  • ''Ways for players to move between different places in a game world without visiting the intermittent places.'' ...ous ways of letting players instantaneously move from one part of the game world to another.
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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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  • ...rs' control in games give people the possibility to interact with the game world. Doing so does however also provide a means for those players to define tho ...found in some [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], e.g. [[CORPS]] and [[Basic Role-Playing]]. Here, the successfully use of
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  • Narration in games (and other media) can be done in two ways to align players with the events ...ty natural for the genre since it is defined by how one perceives the game world from the view of one character.
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  • ...aft]] can have different relations to the many [[Factions]] that exists in games. Their standings are measure by the reputation value they have to each spec ...f-Facilitated Rules]]. Of course, [[Factions]] can play important roles in games without players being members of them. The most obvious case is as [[Enemie
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  • While rivalry can exist in many forms in games, [[Internal Rivalry]] is a conflict in which the progress of a conflict is ...same equipment for their characters. These rivalries can easily turn into open conflicts in the aftermaths of raids as the desired equipment is bound to t
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  • ...ency]] or showing this information within the reference system of the game world. ...criptions or when disagreements arise on what is actually part of the game world or not, or what actions are possible to do or not.
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  • ...er fictional worlds (from literature, movies, or other games) and the real world they can help players understand the underlying structure of the game syste ...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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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Survival Games]] [[Category:Games]]
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  • ..., and whole game worlds. With the appearance of computer-based roleplaying games, programs could replace people in the role of [[Game Masters]] at the expen ...leases which have followed since then, including [[Paranoia]], the various games using the [[Storytelling System]], and [[Fallen Reich]].
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  • ...e game design, this [[Non-Player Help]] can provide unexpected support and open up for social interaction beyond that contained in the gameplay itself. ...t with other people without being sure if they are performing roles in the games or are simply random people caught up in the gameplay. Although difficult t
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  • Some games are designed to let people that are not playing know how gameplay progress. Games residing on social media platforms, e.g. [[FarmVille]] and [[Mafia Wars]],
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  • ...es put players' game elements are risk. To allow players rest these risks, games can be design so that some parts of the game environment provide protection ...eats and have time to consider what to do next, and which part of the game world travel to next.
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  • ''Goals within games with rewards associated to their completion.'' ...he game and some which are optional. This also goes for action roleplaying games such as [[Torchlight]].
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  • ...ery large. To solve one or all of these issues games can, like in the real world, offer [[Vehicles]] as a solution. ...]] allowed various forms of instantaneous travel between parts of the game world (including riding giant insects), [[Oblivion]] lets players ride horses bet
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  • ...how actions or events function due to being in a specific part of the game world.'' ...mings, while the [[Super Mario series]] varies the effects of lava between games.
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  • [[Category:Games]] [[Category:Racing Games]]
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  • [[Category:Computer Games]] [[Category:Action Games]]
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  • [[Category:Computer Games]] [[Category:Action Games]]
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  • Roleplaying games [[Dungeons and Dragons]] and [[Hârnmaster]] make intense use of [[Tools]], ...ny computer games, including [[Left 4 Dead series]], [[Torchlight]], and [[World of Warcraft]]. While also doing this, [[Minecraft]] and the [[Team Fortress
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  • ...me items within game worlds through actions. By allowing these activities, games explain how the items come to be in the worlds as well as offer players the ...]] such as [[Entropia Universe]], [[Eve Online]], [[Ultima Online]], and [[World of Warcraft]]. Here, players can craft weapons, armor, and tools depending
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  • [[Game Items]] play larger roles in [[:Category:Roleplaying Games|Roleplaying Games]] such as [[Dungeons and Dragons]] and [[GURPS]], both as rewards and as wa ...on Roleplaying Games|LARPs]] also put much emphasis on [[Game Items]]. For games such as [[1942 – Noen å stole på]] and [[Dragonbane]], players need to
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  • ...venture game [[Another World]] forces players to explore a dangerous alien world where any wrong movement can lead to the triggering of some sort of [[Traps Games which consist of exploring dungeons, e.g. [[Dungeons & Dragons]], [[NetHack
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  • ...stacles]] are locked doors that require keys of various kinds. Examples of games that have this include [[The Legend of Zelda series]], the [[Doom series]], ...cles]] as hindering [[Movement]] or [[Line of Sight]], but letting players open or create the [[Warp Zones]] during gameplay, as is the characteristic game
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  • Games are typically set in some world but it is either for gameplay purposes or production purposes seldom worthw ...example, by using bombs to blow away blocking boulders and special keys to open the locked doors. The [[Super Mario series]] has similar structures, but ma
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  • ...m other, often less detailed, areas, so that an illusion of a greater game world can be created. Typically game designs try to steer players so that they do ...in the [[Portal series]] does this as well to give an illusion of a larger world than the players can actual enter.
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  • ...ors that could only be reached by quickly moving some distances within the games. Both the [[Elder Scrolls series|Elder Scrolls]] and makes use of [[Switche ...designer precise ways of knowing when players perform specific actions in games, especially when they can only be used once. This can be used to know when
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  • ''That the characters and objects depicted in a game world are thematically consistent, as is their behavior.'' ...life and modeling them with [[Thematic Consistency]] can result in popular games or toys. Even though not all aspects are realistic, e.g. aliens and ghosts
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  • [[Category:Computer Games]] [[Category:Open World Games]]
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  • ''Characters in games that are under players' direct control or represent the players role in the While fictional individuals in games may have abstract qualities that make them into characters, not all are con
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  • The actions in multiplayer versions of [[:Category:FPS Games|First-Person Shooters]] such as the [[Quake series]] or the [[Team Fortress ...easy for players to understand how they can affect the game state or game world through their actions, which in turn can be wanted to make the players have
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  • ...on that they have a large amount of freedom in where to go to in that game world. ...iews of how test areas are configured, both which creates an [[Illusion of Open Space]]. This is augmented by players sometimes being able to reach the obs
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  • Some games let players alternate between self-propelled movement and using vehicles. [ ...ical takeoffs and landing aircraft. [[Halo: Combat Evolved]] and the other games in the [[Halo series]] have several areas designed to using the ''Warthog''
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  • ''Open locations in game worlds that naturally or by design become battlegrounds.' ...eplay locations can heavily influence how this can be done. [[Arenas]] are open areas which draws players into conflicts there, either because they contain
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  • Many games have different sets of actions possible for different players. The actions ...vely Multiplayer Online Games|Massively Multiplayer Online Games]], e.g. [[World of Warcraft]].
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  • Some games do provide players with a common pool of possible actions from which each p ...ure as [[Puerto Rico]] but in [[:Category:Card Games|Card Games]]. All the games put small bonuses on role not selected to increase the likelihood that they
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  • ''Quests whose completion provides the main winning condition of games.'' ...uctured around the fulfillment of quests. They often tie the main parts of games' stories to gameplay and provide frameworks for smaller quests.
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  • ...players begin playing and be the source of vital resources for winning the games. ...ss series|Team Fortress]], and [[Unreal Tournament series]]. Some of these games offer additional variations on Spawn Points: [[Battlefield 2]] lets players
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  • ''The "activity" of staying in one location of a game world for extended periods of time waiting for opportunities to appear there.'' Some areas in games are so advantageous to players that they can form the game tactics on being
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  • ''Passageways in games that can only be moved through if certain conditions are met.'' Many games have areas that players cannot access before fulfilling certain objectives
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  • ''Graphical user interface components in computer games that display players' current point of interaction.'' ...affect the game world, but which cannot be affected by events in the game world itself. It is quite often a mouse pointer similar - or the same - as found
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  • ...one is equally good at everything, and this can be explicit represented in games through the use of [[Skills]]. These may be simple labels to indicate who c ..., and [[World of Warcraft]]. In some cases, including more action-oriented games, the skills are represented as development trees; examples of this can be f
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  • Games in which different types of actions or activities are possible open up for the possibility of different game entities being better or worse at ...', ''healers'', or ''damage dealer''. The [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Game]] [[Dungeons & Dragons]] had in early versions a
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  • ''Game elements that move in diegetic game world but not by their own agency.'' ...s free movement in games, and encounter enemies that can do likewise, some games are other game elements that either have predetermined movement or only mov
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  • ''Open displays of drafting choices.'' Games where players can incrementally draft game elements sometimes present sever
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  • ''Trying to move from one place in a game world to another when the best way is not obviously apparent.'' ...to get closer to a specific destination, players need to engage in [[Game World Navigation]].
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  • ...ation. Several [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], including [[Traveller]] and [[GURPS]] through the ''GURPS Space'' supple ...eration to create the basis for the large gameplay areas provided in these games, and then manually added specific features to provide the background for th
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  • ''Games where the specifics of physical space that constitutes the gameplay space a ...icantly with other activities in the same space can be said to have [[Real World Gameplay Spaces]].
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  • [[Category:Games]] [[Category:Computer Games]]
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  • Many goals in games consist of getting one or more game elements to a specific location. [[Herd [[:Category:Pool Games|Pool Games]] such as [[Eight-ball]] and [[Snooker]] are examples of [[Herd]] Goals whe
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  • ''Patrolling game world areas to detect changes.'' The actions in games can quite naturally change the locations of game elements or the status of
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  • Games often make players want to communicate with each other. While players can i ...yer Online Games]] such as [[BatMUD]], [[Eve Online]], [[Kingdoms]], and [[World of Warcraft]] usually provide many different kinds of [[Communication Chann
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  • ''Gameplay spaces that consist of a combination of both a real world space and a virtual or symbolic one.'' ...rt of their gameplay spaces most easily understood in relation to the real world while having the other parts primarily understandable as abstract ones have
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  • In many cases when games are being played, people not playing the game are able to observe it. Those ...lls series]] and [[Minecraft]]) or [[:Category:Turn-Based Games|Turn-Based Games]] (e.g. the [[Civilization (video game) series|Civilization]] and [[X-COM s
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  • ...ince added dice are typically used to increase the result) of the die roll open-ended. The D6 System by West End Games<ref name="weg"/> has one ''wild'' die for damage rolls and checks against s
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  • ...rent sequences differentiate by where and when they take place in the game world. Such individual sequences are [[Scenes]]. ...is]] are examples of more modern [[:Category:Roleplaying Games|Roleplaying Games]] which explores alternative power structures by letting players, rather th
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  • Many games tell stories as gameplay progresses. This might be through pre-produced mat ...me [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]], e.g. the [[Dragon Age series|Dragon Age]] and the [[Witcher series]], ma
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  • ...hysical actions that players are performing can be used as input to games. Games that do this have [[Mimetic Interfaces]]. ...ranularity can be technically challenging to detect. For this reason, many games using [[Mimetic Interfaces]] have rather limited gameplay actions and the p
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  • ''The underlying structures of stories that games contain or can create.'' ...ones as they are being played. In both cases the gameplay structure of the games can influence these [[Narration Structures]].
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  • A player perceives a lot of events during most games. Many of these are not interesting in themselves either when they happen or ...abletop Roleplaying Games]], e.g. [[Dungeons & Dragons]], [[GURPS]], and [[World of Darkness]] have rules that make certain outcome of die rolls have additi
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  • ..., outcomes with effects that the more common results cannot produce, these games have [[Critical Results]]. ...triggers the [[Critical Results]] (e.g. the rule in [[World of Darkness]] games that at least one die showing a 1 and the rest being failures created a "bo
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  • ''A route in a game world that players need to traverse to get to certain locations.'' Games with game worlds typically have several areas where interesting gameplay ca
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  • Games have game states that need to be updated during gameplay. This can feel lik ...and update it as necessary. For [[:Category:Roleplaying Games|Roleplaying Games]], the game masters also have the task of describing the game worlds and th
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  • ...r goals that are required to fulfil in order to have a possibility to win, games often have goals that are optional in that players don't need to complete t ...llection Power Stars in [[Super Mario 64]] and the [[ Super Mario Galaxy]] games are required to unlock new [[Levels]] and ultimately complete the game, pla
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  • Games typically provide players with many goals that they can try to complete. In The [[Ticket to Ride]] series of board games provides each player with a number of ''destination tickets'' which provide
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  • ...y describe overarching activities or game states which lead to winning the games. ...defined as completing one or a few goals from a larger pool of goals). In games with [[Game Worlds]], [[Main Goals]] are typically created through having [
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  • ...e other players (and reveals of cards in some variants). Further, in these games the relation between bets and rewards depends upon all players actions. ...s make it further difficult to avoid the possibility of [[Betting]] [[Meta Games]], and the participants of the [[Betting]] do not need to be the participan
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