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  • Some games are designed so they allow players to freely interact with the game element ...onal [[:Category:Board Games|Board Games]] and [[:Category:Card Games|Card Games]] that are not mediated through a computer system support [[Free Game Eleme
    4 KB (583 words) - 10:22, 10 November 2015
  • ''Ways for players to move between different places in a game world without visiting the intermittent places.'' ...ous ways of letting players instantaneously move from one part of the game world to another.
    6 KB (892 words) - 11:23, 6 July 2016
  • ...sily to succeed in games if one has help. While these may be other people, games can also provide characters and other entities, commonly called [[Companion Many roleplaying games such as [[Dungeons & Dragons]] and [[GURPS]] allow players to get trained a
    12 KB (1,707 words) - 15:40, 6 August 2015
  • ...rs' control in games give people the possibility to interact with the game world. Doing so does however also provide a means for those players to define tho ...found in some [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], e.g. [[CORPS]] and [[Basic Role-Playing]]. Here, the successfully use of
    11 KB (1,564 words) - 12:37, 4 August 2015
  • Narration in games (and other media) can be done in two ways to align players with the events ...ty natural for the genre since it is defined by how one perceives the game world from the view of one character.
    8 KB (1,056 words) - 09:21, 10 March 2018
  • ...aft]] can have different relations to the many [[Factions]] that exists in games. Their standings are measure by the reputation value they have to each spec ...f-Facilitated Rules]]. Of course, [[Factions]] can play important roles in games without players being members of them. The most obvious case is as [[Enemie
    12 KB (1,730 words) - 07:21, 6 May 2022
  • While rivalry can exist in many forms in games, [[Internal Rivalry]] is a conflict in which the progress of a conflict is ...same equipment for their characters. These rivalries can easily turn into open conflicts in the aftermaths of raids as the desired equipment is bound to t
    11 KB (1,592 words) - 08:54, 11 October 2022
  • ...ency]] or showing this information within the reference system of the game world. ...criptions or when disagreements arise on what is actually part of the game world or not, or what actions are possible to do or not.
    15 KB (2,109 words) - 09:05, 8 April 2022
  • ...er fictional worlds (from literature, movies, or other games) and the real world they can help players understand the underlying structure of the game syste ...e of fictive worlds to base differences on how the games are set up. Other games, e.g. [[Dominion]] and [[Race for the Galaxy]], have descriptions of [[Game
    29 KB (4,196 words) - 21:55, 19 March 2018
  • [[Category:Games]] [[Category:Roleplaying Games]]
    719 bytes (84 words) - 08:48, 16 August 2012
  • [[Category:Games]] [[Category:Computer Games]]
    1 KB (144 words) - 14:51, 25 August 2022
  • [[Category:Survival Games]] [[Category:Games]]
    792 bytes (98 words) - 14:49, 25 August 2022
  • ..., and whole game worlds. With the appearance of computer-based roleplaying games, programs could replace people in the role of [[Game Masters]] at the expen ...leases which have followed since then, including [[Paranoia]], the various games using the [[Storytelling System]], and [[Fallen Reich]].
    19 KB (2,776 words) - 07:11, 8 April 2022
  • ...e game design, this [[Non-Player Help]] can provide unexpected support and open up for social interaction beyond that contained in the gameplay itself. ...t with other people without being sure if they are performing roles in the games or are simply random people caught up in the gameplay. Although difficult t
    7 KB (963 words) - 12:06, 19 March 2018
  • Some games are designed to let people that are not playing know how gameplay progress. Games residing on social media platforms, e.g. [[FarmVille]] and [[Mafia Wars]],
    5 KB (741 words) - 10:36, 1 July 2015
  • ...es put players' game elements are risk. To allow players rest these risks, games can be design so that some parts of the game environment provide protection ...eats and have time to consider what to do next, and which part of the game world travel to next.
    8 KB (1,191 words) - 13:31, 26 March 2018
  • ''Goals within games with rewards associated to their completion.'' ...he game and some which are optional. This also goes for action roleplaying games such as [[Torchlight]].
    10 KB (1,303 words) - 10:09, 13 May 2022
  • ...ery large. To solve one or all of these issues games can, like in the real world, offer [[Vehicles]] as a solution. ...]] allowed various forms of instantaneous travel between parts of the game world (including riding giant insects), [[Oblivion]] lets players ride horses bet
    9 KB (1,218 words) - 13:52, 21 July 2016
  • ...how actions or events function due to being in a specific part of the game world.'' ...mings, while the [[Super Mario series]] varies the effects of lava between games.
    12 KB (1,715 words) - 11:18, 18 October 2022
  • [[Category:Games]] [[Category:Racing Games]]
    700 bytes (84 words) - 08:48, 16 August 2012

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