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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
    9 KB (1,303 words) - 12:58, 9 April 2018
  • All games require some effort to maintain and update the game state. This may be as e ...mine winners. Although not part of the definitions of board games and card games such as [[Chess]], [[Go]], [[Contract Bridge]], the [[Pokémon Trading Card
    20 KB (2,916 words) - 09:30, 23 August 2021
  • ...make use of the skills and equipment used by the diegetic characters. When games make use of both simultaneously, so both player and character characteristi ...Unexplored]] works similarly but as a real-time [[:Category:Computer Games|Computer Game]] also puts demands on players manual dexterity and reflexes.
    9 KB (1,232 words) - 08:07, 14 August 2016
  • ''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
    8 KB (1,148 words) - 09:26, 15 July 2016
  • 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
    6 KB (828 words) - 20:14, 11 August 2016
  • [[Category:Computer Games]] [[Category:Console Games]]
    620 bytes (72 words) - 13:21, 20 March 2011
  • [[Category:Computer Games]] [[Category:Games]]
    559 bytes (68 words) - 22:23, 6 January 2011
  • ...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"/ Some games allow actions that do not actually make players come closer to achieving go
    22 KB (3,278 words) - 09:10, 21 September 2016
  • [[Category:Games]] [[Category:Computer Games]]
    544 bytes (63 words) - 19:31, 9 January 2011
  • [[Category:Games]] [[Category:Board Games]]
    865 bytes (100 words) - 12:16, 28 January 2015
  • .... 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
    13 KB (1,900 words) - 08:18, 26 September 2016
  • ...the game system is in this case not consistent with the original meaning; games having this design are in fact closer to using the ''Horse'' concept in Voo ...he game and provide an anchor for the players' emotional investment in the games.
    27 KB (4,016 words) - 18:14, 9 August 2016
  • ...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
  • ...ovement, closeness, etc., in non-combat aspects of the gameplay make these games lack some [[Awareness of Surroundings]] that socially believable characters ...coded in the various items of the environment, something which allows the games to easily be expanded with new items.
    3 KB (463 words) - 20:25, 12 August 2014
  • ...and can be annoyed or disappointed if these are not met. Making agents in games be able to show [[Emotional Attachment]] is a way to counter this by having [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] typically can show some [[Emotional Attachment]] but not do so consistent
    4 KB (587 words) - 21:50, 1 August 2014
  • Players have goals in games. However, diegetic character can have goals regarding the game world or may ...n criteria and therefore excludes many other types of goals agents playing games can have, e.g. social or experiential ones.''
    4 KB (580 words) - 15:27, 26 October 2015
  • [[Category:Games]] [[Category:Action Games]]
    8 KB (1,202 words) - 10:03, 13 May 2022
  • 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
    17 KB (2,420 words) - 12:27, 12 August 2016
  • ..., [[Intrigue]], and [[So Long Sucker]]. Some [[:Category:Board Games|Board Games]], e.g. [[Battlestar Galactica: The Board Game]] and [[Shadows over Camelot ...n them). [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] such as [[1942 – Noen å stole på]] and [[Monitor Celestra]] are simil
    7 KB (1,057 words) - 07:53, 8 August 2015
  • ...p them to be as the players want, these are [[Player-Created Characters]]. Games with these allow players to customize not only the characters but through t ...y to begin more quickly. [[Ars Magica]] and [[GURPS]] are examples of such games where players spend points to determine attributes and other important char
    7 KB (957 words) - 11:47, 17 July 2016

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