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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]]
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...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
    11 KB (1,619 words) - 08:25, 24 November 2015
  • ...s where they are skilled experience these events as positive. Designers of games can try to create such challenges by controlling the skills needed for spec Adventures that can be bought for many types of tabletop roleplaying games such as [[Dungeons & Dragons]] are categorized after which levels the playe
    23 KB (3,355 words) - 16:03, 3 October 2016
  • ...ayers, e.g. when they are pitched against each other to complete a race or puzzle as quickly as possible. Many racing games, e.g. [[Out Run]] and [[Sega Rally]], give players a limited amount of time
    6 KB (933 words) - 09:05, 21 September 2016
  • Many games put limits on how long players can plan or perform certain actions while ot In the racing games [[Sega Rally]] and [[Out Run]] gamers have a certain number of seconds to r
    17 KB (2,648 words) - 09:05, 21 September 2016
  • ...the intentional joint effort by several agents to try and reach a goal. In games, this allow players to divide tasks between them and rely upon each others' ...Competition (or even Conflict) against the game system or designers of the puzzle.
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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.
    21 KB (2,978 words) - 08:57, 15 March 2023
  • 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
    13 KB (1,913 words) - 17:54, 13 March 2018
  • ''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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  • .... 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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  • ...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
    23 KB (3,275 words) - 08:16, 21 September 2016
  • ''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
    14 KB (2,082 words) - 08:26, 8 August 2015
  • 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
    21 KB (3,112 words) - 21:52, 19 March 2018
  • 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]]
    451 bytes (51 words) - 22:26, 6 January 2011
  • [[Category:Games]] [[Category:Computer Games]]
    523 bytes (62 words) - 07:12, 7 October 2011
  • [[Category:Games]] [[Category:Puzzle 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
    19 KB (2,749 words) - 08:30, 27 August 2021
  • ''Games where players direct influence on the actual gameplay is non-existent or cl ...ting effort to influence the outcome (another of Juul's characteristics of games<ref name="Juul"/>) however illusionary that latter part may be. Later examp
    7 KB (1,100 words) - 15:09, 19 March 2018
  • ...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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  • 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]].
    11 KB (1,519 words) - 07:40, 27 August 2021
  • 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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  • ...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
    28 KB (3,879 words) - 09:27, 10 March 2018
  • ''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
    7 KB (1,098 words) - 15:08, 19 March 2018
  • ...in the fourth chapter of his book ''A Casual Revolution: Reinventing Video Games and Their Players''<ref name="Juul2010"/> ...nal [[Alignment]] in a three by three board. [[Hnefatafl]] and other 'Tafl games'<ref name="Tafl"/> are believed to have rules that allow captures by surrou
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  • [[Category:Games]] [[Category:Puzzle Games]]
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  • When characters interact with each other in games it is quite common that they exchange information, and this regardless of i Players of the [[Thief series]] of games receive new goals, or have current goals canceled, as their characters over
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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 In roleplaying games such as the [[Dragon Age series]] there is [[Internal Rivalry]] between the
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  • Combat is a common occurrence in games, and then many times through players having to [[Aim & Shoot]]. However, on ...l gun props at their TVs. [[Duck Hunt]] is a later example of this type of 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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  • [[Category:Games]] [[Category:Puzzle Games]]
    740 bytes (93 words) - 07:46, 25 April 2011
  • Many games, e.g. racing games, depend on completing some activity as quickly as possible. Even so, after ...ry speed challenges of [[Speedruns]] and those required by rules in racing games, this pattern make not distinction between the two as the design options be
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  • [[Category:Games]] [[Category:Computer Games]]
    728 bytes (90 words) - 19:48, 30 March 2011
  • [[Category:Games]] [[Category:Board Games]]
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  • Many games contain events that remove game elements from play. Traditionally this is c ...typically use the term [[Capture]], [[:Category:Real-Time Games|Real-Time Games]] instead uses [[Eliminate]]. For this pattern collection, [[Eliminate]] is
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  • [[Category:Games]] [[Category:Puzzle Games]]
    502 bytes (61 words) - 12:12, 9 January 2011
  • [[Category:Games]] [[Category:Puzzle Games]]
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  • [[Category:Games]] [[Category:Puzzle Games]]
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  • [[Category:Games]] [[Category:Card Games]]
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  • ''Note: It can be argued if [[:Category:Puzzles|Puzzles]] are games or not.'' ...kipedia [http://en.wikipedia.org/wiki/Jigsaw_puzzle entry] for the type of puzzle.</ref>
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  • ...rules and specifics of game states to be able to make these choices. Those games that do have [[Memorizing]] as a gameplay mechanic and this may concern bot ...d hands other players can have. Although not forbidden by the rules of the games, casinos have rules that forbid card counting and ban players who are ident
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  • Many games tell stories as part of playing them. While this can be done through cutsce ...ironmental Storytelling]] to provide [[Predetermined Story Structures]] in games, it may be worth considering to combine this with other ways, e.g. [[Cutsce
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  • [[Category:Games]] [[Category:Computer Games]]
    533 bytes (66 words) - 19:47, 30 March 2011
  • [[Category:Computer Games]] [[Category:Puzzle Games]]
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  • ...originating as computer-based games, but for [[:Category:Board Games|Board Games]] such as [[Risk]] and [[Pandemic]] it is of course noticeable since the bo ...hose done on combat maps), and the same applies to movement in text-based games such as the [[Zork series]] or [[Kingdoms]]. If this is noticeable to playe
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  • [[Category:Games]] [[Category:Computer Games]]
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  • ...t they have tangible presence. Things in games that have this within their games worlds are [[Diegetically Tangible Game Items]]. ...(e.g. stacking them) and this can be used to require player to engage in [[Puzzle Solving]]. However, [[Diegetically Tangible Game Items]] can also allow pla
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  • ...ovided, they may know what the goals are but not how to reach them, or the games may be designed so figuring out what the goals are is part of the gameplay. ...resent in the [[Elder Scrolls series]]. Signs are also used in most racing games, e.g. the [[Gran Turismo series]], the [[Need for Speed series]], and the [
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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]], ...]], provide the necessary building blocks for creating a spatial form of [[Puzzle Solving]].
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  • ''Powerful enemies players have to overcome to reach goals in games.'' ...llowing players to experience that they have reached closure points in the games, the abilities of [[Boss Monsters]] often also requires them to play differ
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  • ...e difficulties realizing where interesting gameplay possibilities exist in games. When game designers wish to make it easier, but not completely obvious, to ...Giant Bomb for more examples<ref name="Giant Bomb"/>. While many of these games let bodies disappear after a while as a form of temporary [[Traces]], steal
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  • ...able positions as well as control or explore game areas. In computer-based games it can give players feelings of speed and vertigo. The early computer-based games [[Spacewar!]] and [[Asteroids]] both allow players to move spaceships by ro
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  • [[Category:Games]] [[Category:Board Games]]
    611 bytes (71 words) - 16:31, 3 June 2011
  • [[Category:Games]] [[Category:Board Games]]
    643 bytes (74 words) - 17:53, 1 June 2011
  • [[Category:Games]] [[Category:Computer Games]]
    650 bytes (75 words) - 09:30, 5 June 2011
  • [[Category:Games]] [[Category:Computer Games]]
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  • Many games have different sets of actions possible for different players. The actions ...[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]], e.g. [[World of Warcraft]].
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  • ...the game elements controlled by players. [[Lives]] is a design feature in games where such a "death" does not automatically result in their game sessions e [[Counter-Strike]] can be regarded as a multiplayer [[:Category:FPS Games|First-Person Shooter]] that makes explicit use of [[Lives]]. Here, players'
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  • Many events and effects can be dangerous or lethal in games. However, it is quite common that some entities, either those under players Undead are entities in [[:Category:Roleplaying Games|Roleplaying Games]] that due to their nature as immune to things living are not. In [[Dungeon
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  • Many of the more difficult enemies in games can more easily, or in some cases only, be defeated by a special form of at ...s and trying to achieve them is likely done through [[Experimenting]] or [[Puzzle Solving]]. The actual actions required to win over an [[Enemies|Enemy]] wit
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  • ...the presentation of their game worlds to these game elements. In contrast, games that do not focus on specific game elements - or let players switch between ...]] although over rather limited game worlds. The various types of strategy games, e.g. the [[Civilization (video game) series|Civilization]], [[Europa Unive
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  • ...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 ...be stood upon, or even opponents with trivial behaviors. [[Sokoban]] is a puzzle game where the goal is to push individual [[Moveable Tiles]] representing b
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  • ...ting lost or losing time. Text-based [[:Category:Adventure Games|Adventure Games]] such as the [[Zork series]] can made navigation difficult by having non-s ...d [[Fallout series]] would make [[Game World Navigation]] difficult if the games did not include various navigational aids such as compasses and maps.
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  • ...th cases, the activity players need to perform to find the solution is a [[Puzzle Solving]]. In some cases, the solutions may be drawing conclusions from the ...requiring [[Puzzle Solving]] and are in fact more often called puzzles and games.
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  • ...ed into the game to make them challenging. Some games, especially strategy games, also give players themselves the possibility to create [[Red Herrings]] fo ...or Good]]) and [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] (several examples of this can be found in [[Call of Cthulhu]], [[Fallen R
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  • [[Category:Games]] [[Category:Computer Games]]
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  • ''Games where it is more or less unclear if information about the game and actions ...layers and spectators can easily judge if somebody is playing them or not. Games that make this difficult by "hiding" in other activities have [[Alternate R
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  • ...em. This can cause a problem with recruiting players, especially for those games that are staged professionally and intended to get the general public to pa ...other types of invitations to games not clearly broadcasting themselves as games.
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  • ...oth these types of requirements limits where and when games can be played. Games that by design try to avoid these requirements, and thereby can be played m ...ort [[Ubiquitous Gameplay]] as long as one has others to play with and the games are not perceived as disruptive by others. [[Assassin]] and various flash m
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  • [[Category:Games]] [[Category:Puzzle Games]]
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  • [[Category:Games]] [[Category:Puzzle Games]]
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  • [[Category:Games]] [[Category:Puzzle Games]]
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  • [[Category:Games]] [[Category:Puzzle Games]]
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  • ...ame session. These [[Ghosts]] are naturally only feasible in some types of games, more specifically those where players' actions cannot directly interfere w [[:Category:Racing Games|Racing Games]] such as the [[Gran Turismo series]] and the [[Mario Kart series]] make us
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  • ''Games based on the effects and outcomes of other games.'' ...that they are participating in a game), but the participants of the [[Meta Games|Meta Game]] may even so treat the activity as a game.
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  • ...or "Player versus Environment") by players in massively multiplayer online games to distinguish it from the first one ([[PvP]], or "Player versus Player"). ...n different options of how players could play massively multiplayer online games. From this origin, in common usage it has a strong undertone of being an o
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  • Many games have dangers that need to be avoided. [[Evade]] is the goal to try and avoi [[Go]] gives an example of a turn-based [[:Category:Board Games|Board Game]] in which [[Evade]] occurs. When playing this game, players may
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  • ''Text-based message channels in games.'' ...tion means with players, but most that make any use of them in multiplayer games offer several [[Chat Channels]] through the same interface to let players s
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  • ...al players may change their preferences from play session to play session. Games that include design options to let players have varying lengths of their pl [[:Category:Puzzle Games|Puzzle Games]] such as [[Angry Birds]], [[Sokoban]], and the [[Portal series]] don't req
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  • ...ake to complete, and this may change between each time the game is played. Games that allow players to influence the time taken to play through them can be [[:Category:Sandbox Games|Sandbox Games]] such as [[Slaves to Armok II: Dwarf Fortress|Dwarf Fortress]], [[Minecraf
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  • ...tle with players' abilities to social interact with other people while the games are being played.'' ...to) interact with. While it may be impossible to fully avoid these issues, games that pose few obstacles to social interaction can be said to have [[Minimal
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  • ''Games where the perceivable game state becomes less and less mutable as gameplay In some games, effects of the actions players do cannot be undone. When these effects com
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  • ''Games where players can belong to different tiers in regards to their expected in ...ameplay for the same periods of time or with the same types of activities. Games with [[Tiered Participation]] try to solve this issue by having several dis
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  • [[Category:Games]] [[Category:Board Games]]
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  • ...layers, [[Call of Cthulhu]] was the first [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Game]] that had sheets with [[Player Aids]] in the for ...ic events take place but in other games (like [[Zork I]] and other Infocom games) it may simply be available from before gameplay begins. The actual design
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  • Players of games are often tasks with trying to reach a goal without knowing exactly how to ...ystery of the Abbey]], and [[Ricochet Robots]] are examples of multiplayer games that build upon similar [[Solution Uncertainty]].
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  • [[Category:Games]] [[Category:Board Games]]
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  • [[Category:Games]] [[Category:Board Games]]
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  • [[Category:Computer-Augmented Board Games]] [[Category:Games]]
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  • Games often strive to challenge players. One of the ways this can be done is thro The perfect information games [[Chess]] and [[Go]] show how providing a rather small set of possible acti
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  • ''Resources in games that are created simply by the passing of game time.'' Players often manipulate various types of resources in games, and in many cases use up these through various actions. [[Regenerating Res
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  • ...allows them to engage in trial by error examination of them and makes the games have [[Trial and Error Solutions]] to problems. ...provide [[Trial and Error Solutions]] even if it is a multiple choice quiz games since players only have one chance. The same applies to multiple choice que
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  • Players need to perform actions in all but the rarest of games, and in many cases may have many different actions to choose from. [[Lucky ...[Lucky Guess Solutions]]. Similarly, [[:Category:Adventure Games|Adventure Games]] such as [[The Dig]], the [[King's Quest series]], and the [[Myst series]]
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  • ...and the questions are about checking if players know facts, this makes the games be [[Quizzes]] or have [[Quizzes]] as part of them. ...ess all players know all answers since earlier. Having this opens up for [[Puzzle Solving]] and [[Lucky Guess Solutions]]. When they are of the multiple choi
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  • ...eplay events that in sequence affect the initial game state. However, some games allow [[Game Time Manipulation]] as actions in which players can affect the The platform puzzle game [[Braid]] allows players to rewind game time (although not all game el
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  • One of the most common goals in games is to remove game elements from play. Players that have these goals have [[ ...taken, the piece can be brought back to the game later. The single-player puzzle game [[Peg Solitaire]] consists of eliminating all game elements from the g
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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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  • Many [[:Category:Board Games|Board Games]], e.g. [[Amun-Re]], [[Carcassonne]], [[Dominant Species]], [[Inca Empire]] ...Racing Games]], e. g., the [[Mario Kart series]] and the Monkey Race party games in the [[Super Monkey Ball series]], provide a small overhead map that show
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