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- ...he leader but can also lead to [[King Maker]] effects. These [[Uncommitted Alliances]] are common in games with [[King of the Hill]] goals but can also be found [[Uncommitted Alliances]] together with [[Multiplayer Games]]14 KB (1,988 words) - 12:41, 18 October 2022
- ...ning]], and make it somewhat more likely that players create [[Uncommitted Alliances]]. [[Predictable Consequences]] are a motivation for players to engage in [ [[Uncommitted Alliances]]15 KB (2,228 words) - 16:05, 3 October 2016
- ...tion]] in games in that it implies that players will have an [[Uncommitted Alliances|Uncommitted Alliance]]. [[Neighbors]] can also be [[Resources]] to players, [[Uncommitted Alliances]],4 KB (518 words) - 10:30, 4 July 2016
- ...n lead players to form [[Temporary Alliances|Temporary]] and [[Uncommitted Alliances]] with the aim to [[Beat the Leader]]. It can also make people try [[Speede [[Temporary Alliances]],5 KB (765 words) - 09:34, 21 September 2016
- ...e used in both [[Single-Player Games]] and [[Multiplayer Games]]. Unlike [[Alliances]] and [[Teams]], they do not have to be formed from explicit gameplay goals ...uping of [[Player Characters]] and possibly [[Companions]], which can be [[Alliances]] or [[Teams]] but do not have to be either of these since they do not have12 KB (1,631 words) - 08:04, 26 August 2021
- ...ation]] and [[History of the World]] depend on players abilities to create alliances and potentially lure other players to trust them. Other games depending str ...nt for [[Social Skills]] to be present in a game design. The presence of [[Alliances]], [[Guilds]], [[Parties]], [[Social Organizations]], or [[Teams]] in [[Mul4 KB (605 words) - 15:57, 8 February 2019
- ...nication Channels]] are also necessary for [[Social Roles]] to function. [[Alliances]], [[Guilds]], [[Parties]], [[Social Organizations]], and [[Teams]] are gen ...s a negotiator. Setting up [[Temporary Alliances]] or maintaining [[Secret Alliances]] may also suit negotiators.12 KB (1,649 words) - 07:03, 8 April 2022
- ...ying with. This makes [[Instances]] create [[Pickup Groups]] and [[Dynamic Alliances]]. These consequences, and the concentration of players during the actual g [[Dynamic Alliances]],6 KB (804 words) - 14:49, 4 August 2015
- ...need to do these [[Collaborative Actions]] in secrecy while [[Uncommitted Alliances]] introduces complexity in the form of possible failure of fulfilling promi [[Secret Alliances]],17 KB (2,460 words) - 11:13, 21 March 2018
- ...can make players enter [[Temporary Alliances|Temporary]] and [[Uncommitted Alliances]] against perceived leaders, and this can is some cases take the form of [[ [[Temporary Alliances]],6 KB (905 words) - 13:31, 6 April 2018
- ...ers' goals. [[Last Man Standing]] can cause players may create [[Temporary Alliances]] to get local benefits in the [[Competition]] between themselves, specific [[Temporary Alliances]],4 KB (601 words) - 08:50, 4 August 2022
- ...e [[Stimulated Planning]] and [[Tension]]. This can give rise to [[Dynamic Alliances]] working against a [[Predictable Winner]] in [[Multiplayer Games]]. While [[Dynamic Alliances]],13 KB (1,881 words) - 09:25, 8 March 2023
- ...possibility for player to engage in [[Negotiation]] to form [[Uncommitted Alliances]] aimed at sharing these [[Rewards]] (and less commonly [[Penalties]]). [[Uncommitted Alliances]]5 KB (698 words) - 11:08, 26 August 2021
- ...onstellations. This can results in players agreeing to be in [[Uncommitted Alliances]] to share the [[Penalties]] or [[Rewards]]. When this happens among player [[Uncommitted Alliances]]6 KB (872 words) - 09:01, 1 October 2016
- ...ctability]] and patterns related to this such as [[Betrayal]] and [[Secret Alliances]]. [[Secret Alliances]],6 KB (805 words) - 12:04, 26 August 2021
- ...ension in these may be due to players switching, or threatening to switch, alliances.16 KB (2,156 words) - 12:11, 19 March 2018
- ...centives for players to reach the [[Mutual Goals]] differ. Having [[Secret Alliances]] make [[Collaboration]] or [[Cooperation]] regarding the goals much more d ...[[Mutual Goals]] most often provide [[Shared Rewards]] can give rise to [[Alliances]] if those sharing the goals are not already in [[Teams]], and [[Cooperatio6 KB (808 words) - 12:59, 15 March 2018
- ...ing [[Shared Rewards]]). They can also be used to strengthen the ties of [[Alliances]], [[Factions]], or [[Social Organizations]] as well as being the basis for [[Alliances]],4 KB (573 words) - 18:51, 22 September 2015
- ...Social Organizations]] present in a game. They can also affect or create [[Alliances]] and [[Mutual Goals]] when players can agree on trying to use the [[Shared [[Alliances]],4 KB (551 words) - 13:19, 1 April 2022
- ...[[Uncommitted Alliances]] or [[Teams]]. [[Shared Rewards]] can make both [[Alliances]] and [[Competition]] stronger, in the latter case by setting up the "probl ...Social Roles]] handling this. This become most apparent when [[Uncommitted Alliances]] are given [[Shared Rewards]] due to [[Tied Results]] as the [[Rewards]] t5 KB (667 words) - 18:39, 22 September 2015