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  • ...Characters]] through [[Companion Quests]]. This is since they both provide points of [[Emotional Engrossment]] to the players and are [[Agents]] which are ne ...xamples of this). [[Gain Competence]] goals typically can combine gameplay goal of improving one's position in the game with narrative goals, and closures
    28 KB (3,879 words) - 09:27, 10 March 2018
  • ...new game instance. By doing so, each game instance has different starting points and players have direct influence over how the game evolve besides be able ...mer 40K]] which let players build their own armies for a certain amount of points before the game begins. They can buy any from the lists contained in the va
    9 KB (1,314 words) - 12:20, 25 April 2018
  • ...e gameplay, either against each other or working together towards a common goal. Before the emergence of video games basically only puzzles were not multip ...nation]], can be wanted is that one wants to use the [[Last Man Standing]] goal so that the last player(s) having [[Lives]] left wins. [[Races]] in [[Multi
    30 KB (4,181 words) - 13:39, 1 April 2022
  • [[Goal Achievements]] Experience and fame points are gained through killing monsters and finishing quests.
    5 KB (767 words) - 08:33, 3 September 2016
  • [[Category:Goal Patterns]] ''The goal of forming a linear alignment of game elements.''
    5 KB (731 words) - 09:52, 1 December 2022
  • ...minate]] goals or as having [[Opposing Goals]] to the player's [[Survive]] goal. For example, [[Pac-Man]] can be analyzed as a game between the Pac-Man and ...rs]]. In these cases this is used to either provide several different view points ([[Fahrenheit]]) to achieve a [[Melodramatic Structures|Melodramatic Struct
    19 KB (2,687 words) - 15:06, 8 August 2015
  • ...es to upholding this consistency can come when system terms (such as ''hit points'', ''character levels'', ''skill levels'', etc.) are mixed into the descrip ...on]], [[Extra-Game Input]], [[Geospatial Game Widgets]] (including [[Check Points]], [[Ghosts]], [[Reward Widgets]]), and [[Tooltips]]. [[HUD Interfaces]] ma
    15 KB (2,109 words) - 09:05, 8 April 2022
  • [[Category:Goal Patterns]] Not all goals in games are active at all points of gameplay. One category of such goals are [[Ephemeral Goals]], whose defi
    11 KB (1,579 words) - 23:27, 17 March 2018
  • ...[[Rewards]] or [[Punishments]] or the completion of specific goals in a [[Goal Hierarchies]]. While the unspecified nature of the gameplay required of [[M ...are examples of [[Easter Eggs]]. The end of [[Minigames]] can make natural points for players switching place in games with [[Hotseating]].
    8 KB (1,141 words) - 15:51, 15 August 2016
  • ...much a player can do each turn have a direct translation between how many points are used on movement and how far one can move. This is for example true in ...everal times with a linear relation between the [[Rewards]] given for each goal.
    7 KB (1,036 words) - 08:56, 4 August 2022
  • [[Category:Goal Patterns]] ...entioning since they do not have any gameplay function besides that of the goal but can still have diegetic roles. While any type of [[Rewards]] can work,
    10 KB (1,303 words) - 10:09, 13 May 2022
  • ...to show which parts of it can be examined for clues, while [[Dead Space]] points out the present of items that can be picked up by showing information about ...es|Board Games]] as well. Examples of games that make use of these to show goal destinations include [[Ricochet Robots]] and [[RoboRally]]. The [[:Category
    11 KB (1,654 words) - 11:05, 17 July 2016
  • ...g hand depends on the combination of [[Sets]] and since one receives extra points for certain combinations this can be viewed as a type of [[Sets]] also. The ...rs only count the lowest card when scoring (the goal is to received as few points as possible).
    5 KB (782 words) - 10:09, 13 May 2022
  • ...advantages to those that control an area to fulfill a [[King of the Hill]] goal. ...Widgets]]. They are also quite likely [[Obstacles]] and can create [[Choke Points]].
    8 KB (1,083 words) - 10:15, 1 December 2022
  • [[Game Items]] can be used as goal objects in [[Gain Ownership]] goals, especially if there is only one instan ...s]], or [[Levels]], their positions are [[Resource Locations]] and [[Spawn Points]] if they are replenished through [[Spawning]]. While the presence of [[Gam
    13 KB (1,846 words) - 07:26, 9 August 2022
  • ...e Objects]] create [[Obstacles]] when destroyed this can result in [[Choke Points]] emerging during gameplay. [[Choke Points]]
    8 KB (1,125 words) - 12:39, 4 September 2011
  • ...ight walls (and other robots) to collide with is the only way to reach the goal destinations. ...y]] by creating [[Choke Points]]. When the [[Obstacles]] block the [[Choke Points]] rather than define them but can be removed in some fashion, this instead
    11 KB (1,595 words) - 13:40, 26 March 2018
  • ...ccess Rewards|Access Reward]] (this requirement is most often completing a goal in the previous [[Levels|Level]]). The same goes for [[Transport Routes]], ...let [[Enemies]] create [[Conditional Passageways]] by controlling [[Choke Points]], e.g. those present in [[Galleries]]. [[Sniper Locations]] and [[Strongho
    14 KB (2,120 words) - 12:31, 1 September 2016
  • ...can show parts of game worlds that players cannot affect (at least at some points in time), this can be used to provide diegetic reasons why [[Scripted Infor ...be able to see the spatial location of the goal point of the [[Traverse]] goal but require [[Game World Navigation]] to get there.
    6 KB (839 words) - 07:14, 3 August 2015
  • ...include [[Ammunition]], [[Armor]], and [[Health]] (energy and [[Experience Points]] are less common but found in [[Zombie Lane]] and [[Ravenwood Fair]]). Sim As [[Pac-Man]] shows, [[Pick-Ups]] make clear goal objectives for [[Gain Ownership]] goals since they are usually easy to dist
    7 KB (1,010 words) - 08:20, 3 August 2022

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