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  • ...g to them game, this forces players to make [[Trade-Offs]] based on [[Risk/Reward]] calculations between which game elements to use. The pattern is also like [[Risk/Reward]],
    9 KB (1,314 words) - 12:20, 25 April 2018
  • ...uman players and [[AI Players]] switch control of who is playing, but this risk affecting [[Player Balance]], and [[Value of Effort]] negatively, and may l ...[[Multiplayer Games]] with [[Predetermined Story Structures]] there lies a risk of some players' [[Value of Effort]] regarding how the narration progresses
    30 KB (4,181 words) - 13:39, 1 April 2022
  • ...ies]]. Although this saves players from [[Excise]], it is a form of [[Risk/Reward]] choice since the pet while for a while no longer help in [[Combat]]. ...ters|Convert]] money into [[Improved Abilities]] but with a certain [[Risk/Reward]] associated, since there is a small chance (that grows with each previous
    5 KB (767 words) - 08:33, 3 September 2016
  • ...Asynchronous Collaborative Actions]]. These are often combined with [[Risk/Reward]], [[Imperfect Information]], and [[Delayed Effects]] to add [[Tension]] by ...Penalty]] than if they cooperated and this makes the choice one of [[Risk/Reward]]. The original Prisoners' Dilemma did not allow communication between the
    12 KB (1,731 words) - 07:28, 8 April 2022
  • [[Actions Have Diegetically Social Consequences]] often provided [[Risk/Reward]] situations for players since there might be [[Rewards]] associated with b [[Risk/Reward]],
    9 KB (1,245 words) - 16:04, 3 October 2016
  • ...[[Irreversible Events]], these types of actions have an associated [[Risk/Reward]] and may require [[Leaps of Faith]] if the consequences of the actions hav [[Risk/Reward]],
    11 KB (1,564 words) - 12:37, 4 August 2015
  • ...Abilities]] or [[Improved Abilities]] is common as this type of [[Rewards|Reward]], either in the form of training or through purchasable [[Tools]]. Other p ...individual. Many times making the joining of a [[Faction]] is a [[Rewards|Reward]] in that it can provide access to information, training, and trading of sp
    12 KB (1,730 words) - 07:21, 6 May 2022
  • ...persuading these [[NPCs]] to decide on one goal can be a player [[Rewards|Reward]] that opens up for [[Alliances]] and progress [[Predetermined Story Struct ...commonly used to create [[Internal Conflicts]], there is usually a [[Risk/Reward]] associated with the pattern. This also brings with it the likely presence
    11 KB (1,576 words) - 11:03, 18 March 2018
  • ...[Eliminate]] goals but making it into a [[Trade-Offs|Trade-Off]] or [[Risk/Reward]] choice. [[Diegetic Social Norms]] can also be used to diegetically motiva ...ith other humans, the gain of [[Game-Based Social Statuses]] can be a meta reward. For penalties, [[Game Element Removal]] of [[Characters]] is one possibili
    11 KB (1,592 words) - 08:54, 11 October 2022
  • ...osing Goals]] to the player himself or herself. This either creates [[Risk/Reward]] situations in that the player need to choose between different actions th ...incompatibility of the goals through [[Stealth]], this instantiates [[Risk/Reward]] in addition. If the actions involved can lead to the consequences of beco
    9 KB (1,383 words) - 12:04, 4 August 2015
  • ...]. The latter can introduce [[Tension]] to the activity and require [[Risk/Reward]] choices between shooting now or waiting for a possible better situation t [[Risk/Reward]],
    10 KB (1,551 words) - 10:03, 13 May 2022
  • ...w them to feel [[Anticipation]]. This can change how they calculate [[Risk/Reward]] situations and [[Misfortune Mitigation]], but success in this activities [[Risk/Reward]]
    4 KB (644 words) - 05:40, 5 September 2022
  • ...]], [[Geospatial Game Widgets]] (including [[Check Points]], [[Ghosts]], [[Reward Widgets]]), and [[Tooltips]]. [[HUD Interfaces]] may be necessary to avoid ...egetic Communication]]: these may disrupt [[Diegetic Consistency]] but the risk of this may be mitigated by [[Game Masters]] or by introducing [[Communicat
    15 KB (2,109 words) - 09:05, 8 April 2022
  • ...ers can free them from. While both these ways include an element of [[Risk/Reward]] due to the possibility of a future [[Betrayal]], [[Free Gift Inventories] ...anteed it makes [[Betrayal]] possible, and requires players to make [[Risk/Reward]] considerations before making [[Leaps of Faith]]. [[Delayed Reciprocity]]
    8 KB (1,230 words) - 23:34, 17 March 2018
  • ...tionship between the effort put into an action and its potential reward or risk.'' ...choices is to not make several identical [[Investments]] using arithmetic reward schemes possible at the same time by imposing [[Time Limits]] between such
    7 KB (1,036 words) - 08:56, 4 August 2022
  • ...so provide players with the information they get in relation to the [[Risk/Reward]], they also heavily can influence players' possibility to have a [[Determi [[Risk/Reward]],
    19 KB (2,776 words) - 07:11, 8 April 2022
  • ...on]] in [[Stratego]], this makes capturing there have an element of [[Risk/Reward]]. ...hese related to each other depends primarily on their individual [[Rewards|Reward]] structures and on players' tactics. However, since [[Units]] can typicall
    11 KB (1,588 words) - 08:45, 4 August 2022
  • ...Be a Millionaire?]], since this makes the [[Non-Player Help]] have [[Risk/Reward]] qualities. ...rs' [[Private Game Spaces]], and where the action can be its own [[Rewards|Reward]] requiring no further gameplay. This is one way players intentionally can
    7 KB (963 words) - 12:06, 19 March 2018
  • ...iscouraging them for this reason, or at least associating them with [[Risk/Reward]], can be done by requiring players to use some resource (making the action ...s some form of [[Investment]] they are a [[Risk/Reward]] action due to the risk of not being return, something that is likely to be felt as [[Betrayal]].
    5 KB (783 words) - 15:39, 4 August 2015
  • ...rn Visits]]. These may be [[Interruptible Actions]] but this adds a [[Risk/Reward]] component to departing the game - in fact, [[Encouraged Return Visits]] c [[Risk/Reward]]
    8 KB (1,231 words) - 08:34, 18 January 2015
  • ...the combined rewards of two lesser investments are always smaller than the reward of the larger investment using the same amount of resources. Factors less t The point reward in [[Tetris]] for removing more than one row at once increases in a geometr
    7 KB (950 words) - 10:31, 23 November 2015
  • ...sing the various installments in the [[Sims series]]). Although the [[Risk/Reward]] of building something that may be destroyed can be desired by the designe ...h [[Damage]], these [[Investments]] provide an even higher level of [[Risk/Reward]] than only having invested wrongly. With enough possible permutations in w
    17 KB (2,423 words) - 11:14, 21 March 2018
  • ...[Stimulated Planning]] of how to use these. [[Turnovers]] can add a [[Risk/Reward]] factor to this or be used on its own. For individual actions, the use of
    6 KB (947 words) - 10:15, 26 August 2021
  • When combine with [[Interruptible Actions]], they require [[Risk/Reward]] considerations to start and present [[Time Limits]] to those that wish to [[Risk/Reward]],
    4 KB (559 words) - 23:29, 16 May 2011
  • ...ts]]. [[Delayed Effects]] that can be interrupted also give rise to [[Risk/Reward]] situations. [[Risk/Reward]],
    7 KB (1,024 words) - 17:00, 8 July 2016
  • Many games put players' game elements are risk. To allow players rest these risks, games can be design so that some parts ...players respite after having being killed and respawned - eliminating the risk of being killed immediately after having been being brought back into the g
    8 KB (1,191 words) - 13:31, 26 March 2018
  • ...her contexts due to the diegetic social context. Another type of [[Rewards|Reward]] is to let players prove their [[Loyalty]]. While [[Quests]] may automatic ...oals]]), and thereby making the choice of accepting [[Quests]] into [[Risk/Reward]] considerations. Two other case, more specialized and both examples of [[O
    10 KB (1,303 words) - 10:09, 13 May 2022
  • ...[[Extended Actions]], they provide additional [[Tension]] and evoke [[Risk/Reward]] considerations. [[Risk/Reward]]
    6 KB (880 words) - 13:24, 27 August 2015
  • ...spatial Game Widgets]] (shown for example in [[Dead Space]]) to lessen the risk that players miss noticing their locations. In fact, given that [[Power-Ups ...vigate [[Game Worlds]] are also examples of [[Geospatial Game Widgets]]. [[Reward Widgets]] are [[Geospatial Game Widgets]] created by making [[Rewards]] loc
    11 KB (1,654 words) - 11:05, 17 July 2016
  • ...ough themselves. Regardless, they can force players to consider the [[Risk/Reward]] relation of entering them since doing so is not automatically a bad optio [[Risk/Reward]],
    12 KB (1,715 words) - 11:18, 18 October 2022
  • ...use them as well. A third option relate to adding [[Trade-Offs]] or [[Risk/Reward]] considerations by linked the use of [[Tools]] to the consumption of [[Res [[Risk/Reward]]
    11 KB (1,582 words) - 07:36, 19 May 2022
  • ...omputer games. This may because they pose a threat, that block access to a reward, or simply because they are there but in all cases there needs to exist [[D ...ne player's [[Lives]] to a set of [[Destructible Objects]] that all are at risk simultaneously.
    8 KB (1,125 words) - 12:39, 4 September 2011
  • ...ades]] can provide. When they cannot be removed, players need to do [[Risk/Reward]] choices if they should place a particular [[Upgrades|Upgrade]] in a parti [[Risk/Reward]]
    4 KB (547 words) - 09:47, 25 July 2016
  • ...y taking over other players' [[Territories]]. All but [[Axis & Allies]], [[Risk]], and the [[Hearts of Iron series]] also support the colonization of "wild ...V]] and [[Greed Corp]]), or custom-shaped areas (e.g. [[Axis & Allies]], [[Risk]], and the [[Europa Universalis series]]). [[Go]] shows that the empty spac
    8 KB (1,110 words) - 09:06, 2 August 2015
  • ...not actually hinder [[Movement]] but make passing through them into [[Risk/Reward]] considerations. [[Invisible Walls]] are also [[Obstacles]] but these may ...y Losses]], [[Decreased Abilities]], or [[Damage]] do instead raise [[Risk/Reward]] considerations. By having these effects, they naturally are [[Diegeticall
    11 KB (1,595 words) - 13:40, 26 March 2018
  • ...eting some specific requirements that result in an [[Access Rewards|Access Reward]] (this requirement is most often completing a goal in the previous [[Level ...io Sunshine]], can remove the need for [[Cutscenes]] but run a far greater risk of breaking [[Thematic Consistency]].
    14 KB (2,120 words) - 12:31, 1 September 2016
  • ...known in advantage - the decision to try and acquire one is one of [[Risk/Reward]]. [[Pick-Ups]] do often have high levels of [[Clickability]] if they need [[Risk/Reward]],
    7 KB (1,010 words) - 08:20, 3 August 2022
  • ...of the correct values of goals. This consists mainly of knowing the [[Risk/Reward]] structures and [[Trade-Offs]] values between various [[Resources]], [[Rew ...wledge]] in games is through the use of [[Cutscenes]] since players cannot risk be distracted by gameplay while the information expressing the knowledge is
    15 KB (2,114 words) - 07:04, 8 April 2022
  • ...what this chance is. This let players be able to make more informed [[Risk/Reward]] choices, which can provide [[Strategic Knowledge]] and support [[Cognitiv [[Risk/Reward]],
    15 KB (2,228 words) - 16:05, 3 October 2016
  • ...pports [[Strategic Planning]] although this may need to incorporate [[Risk/Reward]] decisions. Given that [[Strategic Locations]] provide benefits in some wa [[Risk/Reward]],
    9 KB (1,144 words) - 10:26, 1 December 2022
  • ...players can expose themselves to them as part of [[Trade-Offs]] or [[Risk/Reward]] choices. Another type of cause for [[Ability Losses]] is to create [[Cool ...can be balanced in itself and require players to consider both the [[Risk/Reward]] and the [[Trade-Offs]] associated with losing one [[Abilities|Ability]] t
    11 KB (1,515 words) - 16:27, 30 July 2016
  • ...] to [[Ability Losses]] of another type, forcing players to perform [[Risk/Reward]] and [[Trade-Offs|Trade-Off]] choices. Another way to provide [[Balancing ...ileged Abilities]], receiving them is almost always considered a [[Rewards|Reward]] and can give players the feeling of [[Empowerment]]. This may give player
    14 KB (2,006 words) - 11:51, 21 March 2018
  • ...for players between this and other actions, and may also require a [[Risk/Reward]] judgments if hostile actions are possible against them. [[Risk/Reward]],
    4 KB (601 words) - 08:05, 17 June 2022
  • ...ll the king. Although not necessary to win, players of [[Diplomacy]] and [[Risk]] greatly increase their chances of doing so by eliminating other players. ...rnament series]] and [[Dungeons & Dragons]], but losing all [[Units]] in [[Risk]] shows that [[Player Killing]] does not need to be localized to specific [
    9 KB (1,402 words) - 08:44, 11 August 2015
  • ...ther possibility, and gives players a [[Freedom of Choice]] to make [[Risk/Reward]] of where to spawn as well as take into consideration nearby [[Strategic L
    10 KB (1,398 words) - 09:21, 21 September 2016
  • ...e areas around the flags for a certain period of time. Other games, e.g. [[Risk]] and [[Greed Corp]] give players [[Area Control]] simply by entering locat ...of having a [[Selectable Set of Goals]] which require players to do [[Risk/Reward]] choices or [[Trade-Offs]]. Maintaining [[Area Control]] is a [[Continuous
    10 KB (1,524 words) - 08:42, 3 September 2016
  • ...attack in several different ways, and this is also typically offers [[Risk/Reward]] choices and [[Trade-Offs]]. [[Risk/Reward]],
    13 KB (1,856 words) - 07:18, 9 November 2021
  • ...n can however be modulated by in many ways. One way is to introduce [[Risk/Reward]] aspects through that parts that are more difficult to hit suffer more [[D ...inflicted modulates [[Risk/Reward]] choices players do when they are under risk of taking [[Damage]].
    11 KB (1,528 words) - 14:16, 24 August 2015
  • ...in turn lead to conflicts with patterns such as [[Leaps of Faith]], [[Risk/Reward]], and [[Tension]]. When possessed by [[Enemies]], they are likely to creat [[Risk/Reward]],
    7 KB (946 words) - 19:32, 9 September 2014
  • ...ci]] having [[Attention Demanding Gameplay]]. This may also affects [[Risk/Reward]] trade-offs that have to be made when initiating [[Extended Actions]].
    10 KB (1,448 words) - 14:33, 19 January 2018
  • ...ng]] or [[Frogger]] requires completing [[Traverse]] goals but these is no risk of getting lost) while the opposite is true. This being said, [[Traverse]] ...ter discover it is not. [[Leaps of Faith]] can be used to introduce [[Risk/Reward]] considerations into navigation. [[Warp Zones]] can provide quick ways of
    9 KB (1,268 words) - 09:30, 15 July 2016
  • ...rs]], [[Pick-Ups]], and other [[Strategic Locations]] can introduce [[Risk/Reward]] elements (see the [[Super Mario series]] for examples of the two first an [[Risk/Reward]]
    12 KB (1,789 words) - 07:50, 27 September 2016
  • ...[[Traverse]] goals to be possible at all. However, this can create [[Risk/Reward]] situations or require players to do [[Trade-Offs]] when players have a [[
    12 KB (1,839 words) - 07:47, 20 May 2022
  • ...Game Actions]] in relation to those games. This can modify players' [[Risk/Reward]] choices in the underlying game and allow [[Spectators]] of one game to be [[Risk/Reward]],
    12 KB (1,735 words) - 07:55, 4 August 2022
  • ...eal the players and what the [[Trade-Offs]] are between the various [[Risk/Reward]] relations for each action in a given context. ...[Movement]] may cause the goal to fail. [[Stealth]] can thus create [[Risk/Reward]] situations and sometimes require players to perform [[No-Op]] actions if
    9 KB (1,309 words) - 10:04, 13 May 2022
  • ...ed to pursuing other goals are [[Trade-Offs]] between the perceived [[Risk/Reward]] of the different tactics. Games where those with [[Guard]] goals only sho
    6 KB (915 words) - 12:47, 18 October 2022
  • ...d to [[Turnovers]] in games with this pattern, it forces them to do [[Risk/Reward]] considerations and quite likely also [[Tactical Planning]] in which order [[Risk/Reward]],
    3 KB (369 words) - 10:39, 15 January 2015
  • ...h immediate problems and therefor may have difficulties considering [[Risk/Reward]] situations. [[Risk/Reward]]
    4 KB (579 words) - 13:59, 11 August 2015
  • ...yers since [[Shared Rewards]] don't exist. This also creates higher [[Risk/Reward]] situations compared to goals where players have do not have to compete ag [[Risk/Reward]],
    7 KB (971 words) - 10:57, 18 March 2018
  • ...ngrossment]] as players need to engage in judgments on the possible [[Risk/Reward]] situations they are aware of. Third, is can lead of [[Analysis Paralysis] [[Risk/Reward]],
    8 KB (1,165 words) - 09:34, 12 August 2016
  • ...ces, typically that one takes higher risks of not getting any points (or a risk of getting negative points) for the chance of getting more points if one ge [[Risk/Reward]],
    13 KB (1,881 words) - 09:25, 8 March 2023
  • [[Risk/Reward]],
    3 KB (476 words) - 11:09, 7 September 2016
  • .... These new [[Cards]] are [[Investments]] and often associated with [[Risk/Reward]] speculations since uncertainty exist both in [[Cards]] will be gotten int [[Risk/Reward]],
    7 KB (983 words) - 11:48, 21 March 2018
  • Practically all [[:Category:Games|Games]] provide some type of [[Rewards|Reward]], be it that they are winnable, they give scores or other things to recogn ...ome kind of [[Gameplay Mastery]]. They may also be added to balance [[Risk/Reward]] situations, motivate continues engagement where [[Red Queen Dilemmas]] ex
    11 KB (1,541 words) - 14:32, 17 March 2018
  • ...d to [[Shared Penalties]]). It also affects players' perceptions of [[Risk/Reward]] situations. [[Risk/Reward]],
    3 KB (422 words) - 18:51, 22 September 2015
  • ...ts]], receiving more time can be seen as a [[Sustenance Rewards|Sustenance Reward]] ([[Sega Rally]] is an example of this). However, any [[Resources|Resource ...s to [[Sustenance Rewards]], timing when to get them can be part of [[Risk/Reward]] calculations.
    3 KB (513 words) - 15:12, 19 August 2015
  • ...[[Trade-Offs]] but require players to make [[Trade-Offs]] if they want to risk going to them or alternatively choosing to [[Guard]] them. [[Freedom of Cho [[Risk/Reward]],
    9 KB (1,208 words) - 10:55, 18 March 2018
  • ...esence of [[Leaps of Faith]]. The first due to it potentially removing the risk of performing the actions. [[Save-Load Cycles]] works against it since nega ...Faith|Leap of Faith]] situations put players in positions of making [[Risk/Reward]] choices (often in relation to [[Game World Navigation]]) as well as creat
    5 KB (731 words) - 09:52, 29 August 2016
  • ...plan what to do in a game. This makes [[Predictable Consequences]], [[Risk/Reward]], [[Stimulated Planning]], [[Strategic Knowledge]], [[Tactical Planning]], Having [[Gameplay Mastery]] can be a [[Social Rewards|Social Reward]] if others can notice it and can support [[Actor Detachment]]. For games w
    17 KB (2,359 words) - 08:01, 14 August 2019
  • ...ers choose to be part of some social structure for some gain but typically risk negative consequences if they do not live up to social expectations (an exa ...and [[Rewards]], they are also very likely to make players consider [[Risk/Reward]] ratios. However, having [[Committed Goals]] can make [[Agents]] in games
    7 KB (1,095 words) - 15:23, 19 March 2018
  • ...[[Game Worlds|Game World]] while trying to reach some goal or can take the risk of suffering the consequences breaking those norms in other to have other b ...to pursue allows players to engage in considerations regarding both [[Risk/Reward]] and [[Trade-Offs]], and being aware of the difference choices promote [[R
    10 KB (1,537 words) - 10:55, 16 February 2018
  • ...ing Goals]] can going directly for the main goals. This can require [[Risk/Reward]] considerations if the [[Supporting Goals]] have bad failure consequences [[Risk/Reward]] ,
    9 KB (1,309 words) - 10:14, 16 March 2018
  • ''The possibility for players to take actions that lower the risk of misfortune for them.'' ...o actions that specifically counter these results or let them minimize the risk through how they perform the actions or in which order they perform them.
    4 KB (559 words) - 12:05, 9 March 2018
  • ...Building]] a form of [[Investments|Investment]] with an associated [[Risk/Reward]]. Deciding on how to conduct [[Card Building]] also spawns [[Stimulated Pl [[Risk/Reward]], [[Stimulated Planning]], [[Strategic Planning]], [[Varied Gameplay]]
    4 KB (538 words) - 12:11, 21 March 2018
  • ...edictable Consequences]] even if they may not know who gets what [[Rewards|Reward]]. Similarly, [[Predictable Consequences]] arise from [[Betting]] where the ...risk of losing [[Investments]], and as such is a typical example of [[Risk/Reward]]. If the bet isn't immediately resolved, the pattern supports [[Anticipati
    10 KB (1,429 words) - 12:27, 25 August 2021
  • Having the possibility to bluff in a game provides players with [[Risk/Reward]] choices related to if they should bluff or not. That players can differ i [[Risk/Reward]],
    9 KB (1,371 words) - 13:43, 1 April 2022
  • [[Risk/Reward]], [[Risk/Reward]],
    6 KB (680 words) - 08:33, 27 August 2021

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