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  • ...the design intentions or not, especially for games with [[Persistent Game Worlds]]. One way to provide the norms of [[Factions]] in broad strokes is to tie ...ine. These [[Quests]] can also be the basis for giving them [[Open Destiny|Open Destinies]] and the outcomes of these can be used to create variations in [
    12 KB (1,730 words) - 07:21, 6 May 2022
  • ...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 ...]] such as [[Loot]] or [[Vehicles]] before others do. In [[Persistent Game Worlds]], [[Internal Rivalry]] can evolve as natural effects of player interaction
    11 KB (1,592 words) - 08:54, 11 October 2022
  • Many games contain [[Power-Ups]] - game items in the game worlds which as soon as players move avatars in direct proximity to them disappear ...g players better [[Power-Ups]]. [[Power-Ups]] providing abilities can also open up for a specific type of [[Traps]] - those appearing similar to [[Power-Up
    8 KB (1,216 words) - 20:41, 5 July 2015
  • ...- this can be used to make players realize the presence of [[Open Destiny|Open Destinies]]. Since it may be difficult to time the suitability of when to e ...possibilities of having full control over how players perceive the [[Game Worlds]], including providing details about [[Characters]], [[Non-Player Character
    12 KB (1,639 words) - 11:49, 17 July 2016
  • ''Depictions of game worlds that only contains the visual elements that are diegetically present.'' ...mation due to their systems containing more information than just the game worlds and when this occurs designers may need to question the value of having [[D
    15 KB (2,109 words) - 09:05, 8 April 2022
  • ''Fictional worlds in which gameplay takes place.'' ...l cases have no tangible presence. However, by relating to other fictional worlds (from literature, movies, or other games) and the real world they can help
    29 KB (4,196 words) - 21:55, 19 March 2018
  • ...er-Planned Development]] can occur given it is possible. [[Persistent Game Worlds]] typically lets the scale for [[Player-Planned Development]] be larger tha ...what development is possible. This may be provided both from within [[Game Worlds]] and through [[Secondary Interface Screens]].
    8 KB (1,142 words) - 16:39, 19 January 2018
  • ''Facilitators of game worlds, and of players' interactions with these worlds.'' ...cts of players' actions and creating adventures, campaigns, and whole game worlds. With the appearance of computer-based roleplaying games, programs could re
    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. ...-players, and quite possibly also the non-player themselves, in the [[Game Worlds|Game World]] this is likely to break its [[Thematic Consistency]]. Games wi
    7 KB (963 words) - 12:06, 19 March 2018
  • ''Locations in game worlds where game elements are safe from harmful game events.'' ...ts]] to ensure that the [[Spawning]] of [[Avatars]] or [[Units]] in [[Game Worlds]] cannot immediately result in attacks by other players or [[Enemies]]. In
    8 KB (1,191 words) - 13:31, 26 March 2018
  • ...Narration]] and makes it difficult to let the [[Quests]] affect the [[Game Worlds]]; [[Phasing]] is a partial solution to this for games with [[Mediated Game ...th [[Thematic Consistency]]. This is especially true for [[Persistent Game Worlds]], and [[Quests]] may be necessary for these to be able to have [[Predeterm
    10 KB (1,303 words) - 10:09, 13 May 2022
  • Game worlds can be difficult to move through, either because the terrain is hazardous, ...ciding how they should provide [[Movement]] within [[Game Boards]], [[Game Worlds]], or [[Levels]] for [[Avatars]] or [[Units]], and where the [[Vehicles]] s
    9 KB (1,218 words) - 13:52, 21 July 2016
  • For game worlds to have interesting features, the different parts of need to vary. Besides ...That's My Fish!]], [[Forbidden Island]], and [[Greed Corp]] all have game worlds which gradually disappears, and the disappeared parts can be said to be und
    12 KB (1,715 words) - 11:18, 18 October 2022
  • ...elements used to provide actions, or make them easier to perform, in game worlds.'' ...s]] defined by being noticeable game elements in their own right in [[Game Worlds]] include [[Installations]], [[Self-Service Kiosks]], and [[Vehicles]]. The
    11 KB (1,582 words) - 07:36, 19 May 2022
  • ...y allowing these activities, games explain how the items come to be in the worlds as well as offer players the possibility to engage in a constructive activi [[Crafting]] allows players to help create the content in [[Game Worlds]] and is therefore a [[:Category:Diegetic Patterns|Diegetic Pattern]].
    7 KB (990 words) - 08:12, 17 June 2022
  • ''Diegetic objects in game worlds that can be carried or interacted with.'' [[Game Items]] are objects in game worlds that players can picked up and carried by players' avatars or units. They c
    13 KB (1,846 words) - 07:26, 9 August 2022
  • ...players to be observant of [[Diegetically Outstanding Features]] in [[Game Worlds]]. The last type, often [[Red Herrings]] and which can be exemplified by fa ...o enforce the [[Predetermined Story Structures]] of games and to create or open up [[Inaccessible Areas]].
    11 KB (1,586 words) - 08:04, 27 July 2015
  • ...t hinder players from taking the shortest route between two places in game worlds.'' ...t"/>. This can be applied literally by requiring that navigation in [[Game Worlds]] take into consideration diegetically present physical [[Obstacles]]. Ofte
    11 KB (1,595 words) - 13:40, 26 March 2018
  • ''Parts of game worlds that players can perceive but cannot enter.'' ...ay. Related to this, game designers may wish to keep certain parts of game worlds as [[Inaccessible Areas]] so that players can have surprises or other exper
    14 KB (2,120 words) - 12:31, 1 September 2016
  • ''Obstacles in game worlds that limit the players' movement, but not vision.'' ...Even so, game designers may wish to show players somewhat more of the game worlds than is playable. One way of achieving this is to put up [[Invisible Walls]
    6 KB (839 words) - 07:14, 3 August 2015

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