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  • [[Player-Constructed Worlds]] --[[User:Staffan Björk|Staffan Björk]] 00:51, 20 March 2011 (CET) [[Open Worlds]] (duh) --[[User:Staffan Björk|Staffan Björk]] 12:21, 4 August 2011 (CEST
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  • ...g Game Worlds]] makes use of [[Irreversible Events]] to ensure that [[Game Worlds]] become smaller as gameplay progresses. Making the [[Transfer of Control]] ...y, [[Irreversible Events]] can modulate how a [[Characters|Character's]] [[Open Destiny]] evolves during gameplay.
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  • ...omized. [[Left 4 Dead 2]] expands this by also randomizing which paths are open and which are blocked along the route the players need to move. ...ess]] can go a step further and create fully [[Procedurally Generated Game Worlds]]. If done with moderation, [[Randomness]] can also be used to provide [[Un
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  • ...ard [[Hands]]. For [[Dice]] rolls, this can further be enhanced by using [[Open-Ended Die Rolls]]. Common examples on how [[Randomness]] is linked with [[L ...he starting positions of games (e.g. through [[Procedurally Generated Game Worlds]]) can let players reuse lucky starting positions if they keep track of the
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  • ...yer Constructed Worlds]] can allow the players to reconfigure their [[Game Worlds]] without the presence of [[Dedicated Game Facilitators]] ([[Settlers of Ca ...source of [[Replayability]] through having characters with [[Open Destiny|Open Destinies]].
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  • ..., the designers have limited resources and may want the world to feel more open than it actually is by giving the players the illusion that they can explor .... [[Vision Modes]] can also promote the pattern since players can see game worlds in several different ways, and this is especially promoted when it is an [[
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  • ''Diegetic game elements that can be interpreted as having goals in game worlds, and working towards those goals.'' ...ard Games]] and [[:Category:Dice Games|Dice Games]] do not have any [[Game Worlds]] whatsoever. [[Avatars]], [[Characters]] and [[Units]] are examples of how
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  • ...e instances if the [[Algorithmic Agents]] are shown to have [[Open Destiny|Open Destinies]]. [[Ambiguous Responses]] and [[Unpredictable Behavior]] can wor ...thmic Agents]] enacting what these [[Characters]] are doing in that [[Game Worlds|Game World]]. However, since the [[Algorithmic Agents]] can also be trying
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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 that ha ...Agents]] function more in relation to the current context in their [[Game Worlds]], while [[Awareness of Surroundings]] and [[Actions Have Diegetically Soci
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  • [[Gameplay Statistics]] available during gameplay from within [[Game Worlds]] typically interferes with [[Narrative Engrossment]] since it draws attent ...of [[Memorabilia]]. By providing these artifacts from gameplay, they also open up to a form of [[Spectators]].
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  • Computer games with large game worlds sometimes use [[Levels]] to handle issues of system resources and keeping v ...els]]). While [[Levels]] are usually designed as a continuum of the [[Game Worlds|Game World]] populated with game elements, they can also be created from [[
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  • ''Diegetic persons in game worlds that are not controlled by players.'' Many games depict fictional worlds populated with people of more or less human qualities. Since rarely all of
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  • ...Items]]; and the [[Characters]] place in social networks within the [[Game Worlds]] that define their relations with [[NPCs]] (e.g. as as [[Companions]], [[E ...n should try to make character traits presented diegetically in the [[Game Worlds|Game World]]. Although there may seem to be no obvious reason why to not do
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  • ...mmediately accessible, but [[Diegetically Outstanding Features]] in [[Game Worlds]] that are either far away or difficult to reach may fill the same purpose. As mentioned above, [[Diegetically Outstanding Features]] of [[Game Worlds]] typically play important roles in games to provide goals.
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  • Open-ended games like the [[Sims series]] provide players with a multitude of ga ...greater individual [[Freedom of Choice]] regarding this. [[Persistent Game Worlds]] allow players to join at any time, and in one sense all participants in s
    39 KB (5,769 words) - 08:28, 27 August 2021
  • ...an go as far being used to create completely [[Procedurally Generated Game Worlds]]. ...e within. [[Quests]] can motivate players to move between places in [[Game Worlds]], as can gameplay specific goals such as [[Reconnaissance]], [[Rescue]], a
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  • Many games make players move through their game worlds. While this makes it easy to structure the gameplay in relation to challeng ...ased game [[Torchlight]] provides ''Portal'' scrolls that allow players to open short cuts to the safety of the town where loot can be sold and new supplie
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  • ...[[Factions]], and deciding to which degree, if any, they should have an [[Open Destiny]]. [[Own Agenda]] is appropriate as well although it can conflict w ...that [[Awareness of Surroundings]], [[Context Dependent Reactions]], and [[Open Destiny]] can be maintained and one can avoid breaking [[Diegetic Consisten
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  • ...Detective Structures]] can mainly provide information through their [[Game Worlds]]. [[Diegetically Outstanding Features]] such as [[Clues]] and [[Traces]] i The information provided through the [[Game Worlds|Game World]] can be complimented with those related to the players' [[Chara
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  • ...the design intentions or not, especially for games with [[Persistent Game Worlds]]. One way to provide the norms of [[Factions]] in broad strokes is to tie ...ine. These [[Quests]] can also be the basis for giving them [[Open Destiny|Open Destinies]] and the outcomes of these can be used to create variations in [
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  • ...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 ...]] such as [[Loot]] or [[Vehicles]] before others do. In [[Persistent Game Worlds]], [[Internal Rivalry]] can evolve as natural effects of player interaction
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  • Many games contain [[Power-Ups]] - game items in the game worlds which as soon as players move avatars in direct proximity to them disappear ...g players better [[Power-Ups]]. [[Power-Ups]] providing abilities can also open up for a specific type of [[Traps]] - those appearing similar to [[Power-Up
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  • ...- this can be used to make players realize the presence of [[Open Destiny|Open Destinies]]. Since it may be difficult to time the suitability of when to e ...possibilities of having full control over how players perceive the [[Game Worlds]], including providing details about [[Characters]], [[Non-Player Character
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  • ''Depictions of game worlds that only contains the visual elements that are diegetically present.'' ...mation due to their systems containing more information than just the game worlds and when this occurs designers may need to question the value of having [[D
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  • ''Fictional worlds in which gameplay takes place.'' ...l cases have no tangible presence. However, by relating to other fictional worlds (from literature, movies, or other games) and the real world they can help
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  • ...er-Planned Development]] can occur given it is possible. [[Persistent Game Worlds]] typically lets the scale for [[Player-Planned Development]] be larger tha ...what development is possible. This may be provided both from within [[Game Worlds]] and through [[Secondary Interface Screens]].
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  • ''Facilitators of game worlds, and of players' interactions with these worlds.'' ...cts of players' actions and creating adventures, campaigns, and whole game worlds. With the appearance of computer-based roleplaying games, programs could re
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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. ...-players, and quite possibly also the non-player themselves, in the [[Game Worlds|Game World]] this is likely to break its [[Thematic Consistency]]. Games wi
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  • ''Locations in game worlds where game elements are safe from harmful game events.'' ...ts]] to ensure that the [[Spawning]] of [[Avatars]] or [[Units]] in [[Game Worlds]] cannot immediately result in attacks by other players or [[Enemies]]. In
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  • ...Narration]] and makes it difficult to let the [[Quests]] affect the [[Game Worlds]]; [[Phasing]] is a partial solution to this for games with [[Mediated Game ...th [[Thematic Consistency]]. This is especially true for [[Persistent Game Worlds]], and [[Quests]] may be necessary for these to be able to have [[Predeterm
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  • Game worlds can be difficult to move through, either because the terrain is hazardous, ...ciding how they should provide [[Movement]] within [[Game Boards]], [[Game Worlds]], or [[Levels]] for [[Avatars]] or [[Units]], and where the [[Vehicles]] s
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  • For game worlds to have interesting features, the different parts of need to vary. Besides ...That's My Fish!]], [[Forbidden Island]], and [[Greed Corp]] all have game worlds which gradually disappears, and the disappeared parts can be said to be und
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  • ...elements used to provide actions, or make them easier to perform, in game worlds.'' ...s]] defined by being noticeable game elements in their own right in [[Game Worlds]] include [[Installations]], [[Self-Service Kiosks]], and [[Vehicles]]. The
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  • ...y allowing these activities, games explain how the items come to be in the worlds as well as offer players the possibility to engage in a constructive activi [[Crafting]] allows players to help create the content in [[Game Worlds]] and is therefore a [[:Category:Diegetic Patterns|Diegetic Pattern]].
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  • ''Diegetic objects in game worlds that can be carried or interacted with.'' [[Game Items]] are objects in game worlds that players can picked up and carried by players' avatars or units. They c
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  • ...players to be observant of [[Diegetically Outstanding Features]] in [[Game Worlds]]. The last type, often [[Red Herrings]] and which can be exemplified by fa ...o enforce the [[Predetermined Story Structures]] of games and to create or open up [[Inaccessible Areas]].
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  • ...t hinder players from taking the shortest route between two places in game worlds.'' ...t"/>. This can be applied literally by requiring that navigation in [[Game Worlds]] take into consideration diegetically present physical [[Obstacles]]. Ofte
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  • ''Parts of game worlds that players can perceive but cannot enter.'' ...ay. Related to this, game designers may wish to keep certain parts of game worlds as [[Inaccessible Areas]] so that players can have surprises or other exper
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  • ''Obstacles in game worlds that limit the players' movement, but not vision.'' ...Even so, game designers may wish to show players somewhat more of the game worlds than is playable. One way of achieving this is to put up [[Invisible Walls]
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  • ''Game elements that players can use to activate events or actions in game worlds.'' Buttons and levers on the walls are [[Switches]] used to open doors, walls, and sections of the floor in the early first-person [[:Catego
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  • ...[[Diegetic Consistency]] in not being diegetically present in those [[Game Worlds]]. [[Invulnerabilities]] of diegetic individuals and items can easily work ...t may be necessary to do this through having [[Procedurally Generated Game Worlds]] that also generate the game objects within them.
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  • ...be set through [[Predetermined Story Structures]] or should they have an [[Open Destiny]], and, related to this, should their exist [[Character Defining Ac Interfaces can easily make player perceive [[Game Worlds]] differently from their [[Player Characters]] or [[Avatars]], thereby less
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  • ''Areas in game worlds which can be used to block access to other areas.'' ...nts]] which can easily be used to hinder access to other parts of the game worlds.
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  • ''Game worlds that appear to have more playable areas than they do.'' ...that the game worlds are larger, one option is to create an [[Illusion of Open Space]]. As long as this illusion can be maintained, players can both have
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  • ...pelled movement and using vehicles. [[Vehicle Sections]] are parts of game worlds specifically designed for the latter. Games with huge open worlds, e.g. the [[Grand Theft Auto series]] and the [[Battlefield series]] but al
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  • ''Locations in game worlds suited for snipers.'' ...detect from where the attack came. [[Sniper Locations]] are places in game worlds that provide one or both of these advantages.
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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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  • ...leged Abilities]] since these can access and modify game states and [[Game Worlds]] in ways players cannot. [[Entitled Players]] do the same but limit these. ...erform [[Game Time Manipulation]], being given [[Extra Chances]], having [[Open-Ended Die Rolls]], or the power to create [[Fudged Results]] are all exampl
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  • ...t so in [[:Category:Tabletop Roleplaying Games|Tabletop]] due to the often open-ended narratives. Likewise, overarching quests may be present as story-tell ...ests]] are the main drivers of how players explore and move through [[Game Worlds]] and interact with [[Non-Player Characters]], it is also common to make al
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  • ''Locations in game worlds where avatars, units, or enemies appear.'' ...ts appear in their game worlds. [[Spawn Points]] are locations in the game worlds which are distinguishable by these appearances, and they are often very inf
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  • ...bjectives or goals. [[Conditional Passageways]] are the places in the game worlds that provide the blockage and these may be literal blockages, like a pile o ...s, defeat boss monsters or manipulate the environment in different ways to open doors. The [[Super Mario series]] requires players to collect stars to be a
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  • ...should be able to use to indicate where they wish to interact with [[Game Worlds]] or [[Levels]] - what interactions they provide offers some options. Movea Given the freedom of focusing or trying to interact with any part of a [[Game Worlds|Game World]], [[God Fingers]] are the most suitable [[Focus Loci]] to make
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  • ...areas. The [[Tomb Raider series]] also lets players push and pull boxes to open up areas or be able to reach otherwise unreachable ledges. Levels in [[Frog ...ds]] are less likely to represent moveable game elements ''inside'' [[Game Worlds]].
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  • Like in the real world, not all game worlds are easy to move around in. When the problem of moving depends on a difficu ...e efficiently between all parts of the levels. The large sizes of the game worlds in the [[Assassin's Creed series|Assassin's Creed]], [[Elder Scrolls series
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  • ''Game worlds created through algorithms.'' ...o overcome these problems; by having algorithms that can generate the game worlds and their content the actual process of doing so can be handed over to comp
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  • ...by giving players a limited possibility to reroll unwanted results while [[Open-Ended Die Rolls]] allows more extreme result outside the range of the [[Dic ...or players, especially when they represent abstract actions or when [[Game Worlds]] are abstract (as for example in many [[:Category:Tabletop Roleplaying Gam
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  • ...hey restrict the [[Movement]] of those herded while [[Arenas]] and [[Open Worlds]] can make them more difficult since unwanted [[Movement]] can occur in any ...they are herding to succeed with [[Herd]] goals, the pattern is likely to open up for [[Spatial Engrossment]]. That players have only [[Indirect Control]]
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  • ...[[Easter Eggs]] can give purpose to carefully exploring [[Game Worlds]]. [[Open Destiny]] encourage players to replay games to see what variations in outco [[Open Destiny]],
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  • ...Person Shooters]] and other games with similar gameplay that take place in open environments, e.g. the [[Battlefield series|Battlefield]] and [[Far Cry ser ...ish to have these goals may need to consider which presentations of [[Game Worlds]] they use. For example,
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  • ...k II: Dwarf Fortress]] and [[Minecraft]] are examples of games with [[Open Worlds]] and no [[Cutscenes]]. ...be used to have both [[Game Element Insertion]] and [[Reconfigurable Game Worlds]] and opens up for [[Storytelling]]. [[Fiasco]] and [[Universalis]] shows h
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  • ...t state of the [[Alternative Realities|Alternative Reality]] of the [[Game Worlds|Game World]] and this is the typical way [[Storytelling]] is done by [[Dedi ...tructed Worlds]] by being [[Player Decided Results]]. In [[Persistent Game Worlds]], the stories can have further influence by being part of the development
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  • ...lay evolves. [[Construction]], [[Emergent Gameplay]], [[Player-Constructed Worlds]], and [[Player-Generated Narratives]], [[Speedruns]], and [[Storytelling]] ...inked to this is the question if [[Characters]] should have [[Open Destiny|Open Destinies]] since this may be most relevant to consider for [[Player Charac
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  • Games with game worlds typically have several areas where interesting gameplay can occur. Although ...] is to require [[Movement]] between two points in [[Game Boards]], [[Game Worlds]], or [[Levels]]. Alternatives to using [[Transport Routes]] include [[Quic
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  • ...ets]]. This can necessitate movement to pick up the [[Rewards]] as well as open up for [[Ninja Looting]].
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  • ...he ones that open access to new parts of [[Game Worlds]] and the ones that open access to gameplay abilities and narration. The first typically makes use o
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  • Games often put players in opposition to entities in game worlds, sometimes by making them directly hostile and sometimes by simply making a ...dversaries]] aren't complex regarding prediction or co-operation, they can open up for [[Kiting]] behaviors from players.
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  • ...laying Games]], the game masters also have the task of describing the game worlds and the actions that take place within them. ...er Constructs]], [[Characters]], groups of [[Units]], or [[Persistent Game Worlds]] does so because specifics about them need to be found, described, or upda
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  • ...this a step further and uses procedural content generation to create their worlds and levels respectively. [[Warhammer 40K]] and [[Magic: The Gathering]] sup ...n provide more variation. While this means that [[Freedom of Choice]] or [[Open Destiny]] together with [[Limited Set of Actions]] can be used in general,
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  • ...roviding [[Private Game Spaces]] since they do not present the same [[Game Worlds]] that the main interface presents to other players. ...ck Travel]], [[Secondary Interface Screens]] can produce the [[Illusion of Open Space]].
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  • ...themselves through providing mysteries of what has happened in the [[Game Worlds|Game World]]. Other common examples include [[Rewards]] with [[Time Limits] ...[[Optional Goals]] or be [[Optional Goals]] in themselves. Games with an [[Open Destiny]] for [[Characters]] or [[Abstract Player Constructs]] (such as cou
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  • ...mber of stars collected all the stars placed in all the currently unlocked worlds together build a [[Selectable Set of Goals]]. ...king those norms in other to have other benefits. As long as a game with [[Open Destiny]] provides clear types of different destinies it provides players w
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  • ...Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]]. ...s]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem
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