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  • [[Category:Board Games]] [[Category:Games]]
    725 bytes (90 words) - 14:55, 26 March 2011
  • ...[[Memorizing]] as a gameplay mechanic and this may concern both facts and information that remain constant between game instance and being able to keep track of ...d hands other players can have. Although not forbidden by the rules of the games, casinos have rules that forbid card counting and ban players who are ident
    10 KB (1,464 words) - 11:28, 9 March 2018
  • [[Category:Games]] [[Category:Board Games]]
    794 bytes (103 words) - 08:16, 23 June 2011
  • [[Category:Board Games]] [[Category:Games]]
    727 bytes (94 words) - 17:18, 16 May 2011
  • [[Category:Board Games]] [[Category:Racing Games]]
    767 bytes (98 words) - 13:56, 20 January 2015
  • [[Category:Information Patterns]] ...ased on game elements, rules, possible actions, or evaluation functions of games without regards to specific game states.''
    15 KB (2,114 words) - 07:04, 8 April 2022
  • The actions in multiplayer versions of [[:Category:FPS Games|First-Person Shooters]] such as the [[Quake series]] or the [[Team Fortress [[Predictable Consequences]] is used in games primarily to make it easy for players to understand how they can affect the
    15 KB (2,228 words) - 16:05, 3 October 2016
  • ...st to move. These [[First Player Advantages]] can be acknowledged parts of games or be mitigated by providing other players with other types of advantages. ...[[Go]] are traditional [[:Category:Board Games|Board Games]] with perfect information where the presence of [[First Player Advantages]] are well-recognized and c
    4 KB (563 words) - 21:22, 26 July 2015
  • [[Category:Information Patterns]] ...the presentation of their game worlds to these game elements. In contrast, games that do not focus on specific game elements - or let players switch between
    7 KB (962 words) - 07:34, 8 April 2022
  • ''Games where the specifics of physical space that constitutes the gameplay space a ...er activities or leads to the two activities sharing the space. Similarly, games where the game elements moved are large enough to interfere significantly w
    6 KB (914 words) - 20:25, 21 December 2014
  • ...In some cases, the solutions may be drawing conclusions from the available information and, in others, testing hypotheses and rejecting impossible ones. ...requiring [[Puzzle Solving]] and are in fact more often called puzzles and games.
    10 KB (1,480 words) - 08:21, 6 May 2022
  • ''Objects or information designed to mislead or distract players.'' ...ed into the game to make them challenging. Some games, especially strategy games, also give players themselves the possibility to create [[Red Herrings]] fo
    6 KB (839 words) - 08:50, 8 March 2023
  • ...cations of game elements or the status of the gameplay environment. Having information about the current state is typically advantageous to players, so if players ...ps are taking place. Other examples of [[:Category:Strategy Games|Strategy Games]] which require [[Reconnaissance]] missions due to one reason or another in
    8 KB (1,105 words) - 13:49, 26 March 2018
  • ...ng players' activities to determine with gameplay actions will take place. Games that do this have [[Mediated Gameplay]]. ...[[:Category:Card Games|Card Games]], and [[:Category:Pinball Games|Pinball Games]] introduce the same separation between game state, presentation, and possi
    10 KB (1,396 words) - 09:02, 31 July 2015
  • Many games put players in conflict with other players or diegetic enemies. A game has Game masters in [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]] and [[GURPS]] can easily create [[Surprise
    4 KB (549 words) - 12:30, 26 March 2018
  • ...n game ends and the outcome of all players are first determined then. Such games typically use [[End State Scoring]] in that all points are officially and p ...Egizia]], and [[Lords of Waterdeep]] are all [[:Category:Board Games|Board Games]] where players have cards with conditional score bonus that are only give
    4 KB (657 words) - 11:54, 20 January 2015
  • ...well. [[Player Unpredictability]] is the way of having this uncertainty in games through having other players be able to choose or perform actions which are ...layer Unpredictability]] as players try to outwit each other. In contrast, games such as [[Hearthstone: Heroes of Warcraft]], [[Magic: The Gathering]], and
    8 KB (1,165 words) - 09:34, 12 August 2016
  • Games often strive to challenge players. One of the ways this can be done is thro The perfect information games [[Chess]] and [[Go]] show how providing a rather small set of possible acti
    17 KB (2,460 words) - 11:13, 21 March 2018
  • ...what other players will do. They share the latter with perfect information games such as [[Chess]] and [[Go]] but here the unpredictability of other players ...This is also found in computer-based [[:Category:Real-Time Games|Real-Time Games]], e.g. [[Counter-Strike series]], [[League of Legends]], and [[Pong]].
    4 KB (539 words) - 12:35, 25 August 2021
  • Many games pit players against each other. When several players are pit against each o ...give rise to [[Beat the Leader]] activities quite often. Examples of such games are [[Concordia]], [[Lords of Waterdeep]], and [[Settlers of Catan]], but m
    6 KB (905 words) - 13:31, 6 April 2018

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