Search results

Jump to: navigation, search
  • ...er characters so that they together can try to reach the goals provided by games. The other characters may be controlled by other players - requiring ...nted the characters of the players currently playing the structure of the games made it advantageous that characters' had diverse skill sets, e.g. compleme
    12 KB (1,631 words) - 08:04, 26 August 2021
  • Games in which different types of actions or activities are possible open up for ...er equipped with missile launchers or flamethrowers to make them better at fighting specific types of enemies. All other armies in the game have similar ways o
    7 KB (918 words) - 08:00, 11 August 2016
  • Games where players can incrementally draft game elements sometimes present sever ...r]]) also have [[Drafting Spreads]] but here taking "later" cards in these games costs money.
    4 KB (655 words) - 12:05, 20 March 2018
  • Games challenge players in performing different types of activities. Those that i ...actions to be dexterous: billiards and computer games are examples of how games can be manipulated through indirect control.
    9 KB (1,203 words) - 08:07, 8 August 2015
  • ...or "Player versus Environment") by players in massively multiplayer online games to distinguish it from the first one ([[PvP]], or "Player versus Player"). ...g undertone of being an optional activities and being strongly related to fighting. This pattern however describes a more generalized usage based on its core
    6 KB (800 words) - 17:55, 8 January 2015
  • ...n introduced. It was first with the advent of massively multiplayer online games that a need to distinguish between combat against the other players and aga ...as a concept to describe optional gameplay in massively multiplayer online games. While this means that [[PvP]] has assumptions of being optional and being
    7 KB (1,027 words) - 18:51, 3 August 2015
  • ...nt to gameplay. This [[Player-Avatar Proximity]] feature can only occur in games where players' locations are mapped to virtual environment (or vice versa) ...same possibility of moving. These two ways of locomotion is likely to give games additional [[Replayability]], especially if players need to choose [[Charac
    4 KB (537 words) - 08:48, 9 November 2012
  • [[Category:Games]] [[Category:Fighting Games]]
    507 bytes (62 words) - 09:29, 21 May 2012
  • Some games divide gameplay into several different sequences differentiate by where and ...is]] are examples of more modern [[:Category:Roleplaying Games|Roleplaying Games]] which explores alternative power structures by letting players, rather th
    6 KB (846 words) - 09:33, 26 June 2016
  • [[Category:Games]] ...Scorpion Swamp'', written by (the American) Steve Jackson as part of the ''Fighting Fantasy'' [[:Category:Gamebooks|Gamebooks]] series by Ian Livingstone and (
    772 bytes (93 words) - 08:52, 3 September 2016
  • ''The ability of agents in games to show that they can recollect important events that took place during gam The people and other entities depicted as conscious beings in games need to have certain abilities to be perceived as social believable. One of
    4 KB (537 words) - 19:50, 14 August 2014
  • Games often evaluate players against each other during gameplay and to determine ...e. players being able to knockout each other at the same time. Examples of games with this feature include the [[Street Fighter series|Street Fighter]] and
    6 KB (872 words) - 09:01, 1 October 2016
  • ...Energy Penalties]] are those that do not automatically remove players from games or force them to repeat actions again but rather those that reduce numerica ...[[Dark Age of Camelot]]), and [[:Category:Multiplayer Online Battle Arena Games|MOBAs]] (e.g. [[League of Legends]] and the [[StarCraft series]]).
    3 KB (437 words) - 13:10, 27 August 2015
  • Players can encounter enemies in many games. In some of these games, the game causes large number of such enemies to stage massed attack agains ...orithm intended to create alternating periods of relative calm and chaotic fighting.
    3 KB (435 words) - 07:48, 3 September 2016
  • ...action takes place beyond a player's spheres of awareness. In these cases, games may provide explicit indicators, [[Outcome Indicators]] of what has happene [[:Category:Racing Games|Racing Games]], e.g. the [[F-Zero series]] and the [[Need for Speed series]], typically
    3 KB (482 words) - 12:02, 17 July 2016
  • ...y consider the skill of players and usually only apply to the beginning of games. The symmetry in traditional board games such as [[Chess]] or [[Go]] guarantee a high level of initial [[Player Bala
    16 KB (2,264 words) - 09:09, 8 April 2022
  • Games typically provide players with many goals which they need to try and succee [[:Category:Fighting games|Fighting Games]], such as the [[Mortal Kombat series]] and the [[Tekken series]], are almo
    6 KB (897 words) - 14:42, 25 August 2022

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)