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  • ''Specific diegetic social networks where membership is defined by what actions are favored, disfavored, and required.'' ...ous tools and the possibility of advancement through completing additional goals.
    12 KB (1,730 words) - 07:21, 6 May 2022
  • ...effects in the game state. When the pieces have to form a line (typically defined by three game elements) for an effect to occur, this can be described as gi ...rs swap game elements which are neighbors, removing them and rewarding the player with points if three or more game elements become aligned.
    5 KB (731 words) - 09:52, 1 December 2022
  • ...ntentionally put into the games by the designers, the skills and knowledge player learn can be seen as [[Extra-Game Consequences]] although how easily transf ...ards]] besides the [[Meta Games]] they create, and may also be [[Committed Goals]] if players need to make [[Investments]] in the form of entry fees. As a s
    14 KB (2,108 words) - 10:09, 4 April 2018
  • ...of one's [[Loyalty]] is perceived as having betrayed oneself or that other goals are more compelling. ...oyalty]] have been misused if players behave in certain ways and leave the player's character.
    9 KB (1,383 words) - 12:04, 4 August 2015
  • [[Category:Player Patterns]] ''Games where each game instance only there is only supports one player.''
    19 KB (2,687 words) - 15:06, 8 August 2015
  • ...e player controlling Italy supports a French Army in attacking Spain, that player does not get anything in return immediately but must trust the one playing ...do not have guarantees of being returned or by the agreeing to [[Committed Goals]] which can be considered a form of [[Investments|Investment]].
    8 KB (1,230 words) - 23:34, 17 March 2018
  • ''Goals that have a temporary existence, that is, they can appear and disappear dur ...dent of players' actions. These goals do not have to be linked to the main goals of a game, and when they are not linked they let players choose between con
    11 KB (1,579 words) - 23:27, 17 March 2018
  • [[Category:Player Patterns]] ...rect short-term consequences of their gameplay actions. These games have [[Player-Planned Development]].
    8 KB (1,142 words) - 16:39, 19 January 2018
  • ...through letting them construct structures or functionalities in [[Abstract Player Constructs]], e.g. [[Gameplay Engines]]. ...ds]] are the result of player [[Construction]], and providing this type of player activity gives a possibility for [[Varied Gameplay]] to players given this
    17 KB (2,423 words) - 11:14, 21 March 2018
  • ...''<ref name="Csíkszentmihályi, 1996"/>. Even so, games typically provide goals to players so the games as artifacts imposes what players should do. Some g ...e fully under their control and can only become damaged by neglect. Single-player versions of [[Minecraft]] provide a much greater game world in which player
    9 KB (1,340 words) - 10:35, 18 March 2018
  • ...] are safe for capture are thereby provide [[Safe Havens]]. In addition, a player's ''home column'' is effectively a [[Safe Havens|Safe Haven]] also since no ...n modulate rather than is in conflict with [[Combat]] since the havens are defined in contrast to the rest of [[Game Worlds]]. [[Safe Havens]] are often combi
    8 KB (1,191 words) - 13:31, 26 March 2018
  • ...alls]]. The can also be targets for [[Gain Ownership]] and [[Landscaping]] goals, as for example done in certain [[Quests]] in [[Ravenwood Fair]] or what is ...y:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] in the form of [[Player Aids]], for example [[Maps]]. While [[Miniatures]] may share several charac
    9 KB (1,280 words) - 13:47, 21 July 2016
  • ...have this structure as well but make the activation of [[Warp Zones]] into player-decided actions. The portal to the ''Nether'' in [[Minecraft]] also need to ...cable, or at least that the [[Warp Zones]] only become activated after the goals are finished.
    12 KB (1,811 words) - 13:54, 21 July 2016
  • ...es detailed rules for [[Tools]] that give bonuses to various skills if the player characters have them, and have entire source books dedicated to [[Tools]] a ...ks]], and [[Vehicles]]. The use of [[Tools]] can be designed so it require player actions to be successfully completed, e.g. [[Aim & Shoot]].
    11 KB (1,582 words) - 07:36, 19 May 2022
  • ...players gaining experience points, and, when enough are acquired, new star player powers. ...[[Collecting]] (e.g. "experience points") to complete [[Gain Competence]] goals; [[Character Levels]] is a common way of structuring this that supports [[L
    14 KB (1,906 words) - 21:27, 18 March 2018
  • ...ces in each moment of gameplay and players need to set their own long-term goals. ...are enforcing goals or actions on them. For this reason, use of [[Enforced Goals]] or [[Timing]] is difficult to combine with the [[Framed Freedom]].
    5 KB (692 words) - 14:33, 6 July 2015
  • [[Category:Player Patterns]] ...nto characters, not all are controlled by players. Those that are become [[Player Characters]].
    11 KB (1,483 words) - 08:39, 8 April 2022
  • ...s' actions to be governed by rules and matched to rewards and other events defined by game states. ...they represented by [[Avatars]], [[Characters]], [[Units]], or [[Abstract Player Constructs]]?).
    13 KB (1,726 words) - 11:52, 21 March 2018
  • ...The difference between [[New Abilities]] and [[Improved Abilities]] can be defined in several different ways: if the new actions are activated in the same way ...es in [[Technology Trees]], and these options can be applied to [[Abstract Player Constructs]], [[Characters]], or classes of [[Units]]. [[Varying Rule Sets]
    14 KB (2,006 words) - 11:51, 21 March 2018
  • ...ld as game play progresses. These [[Shrinking Game Worlds]] make sure that player will eventually encounter each other. ...control the shrinkage this allows [[Player Defined Goals]] and a form of [[Player Constructed Worlds]].
    4 KB (645 words) - 07:12, 5 September 2011

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