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- ...g to them game, this forces players to make [[Trade-Offs]] based on [[Risk/Reward]] calculations between which game elements to use. The pattern is also like [[Risk/Reward]],9 KB (1,314 words) - 12:20, 25 April 2018
- ...uman players and [[AI Players]] switch control of who is playing, but this risk affecting [[Player Balance]], and [[Value of Effort]] negatively, and may l ...[[Multiplayer Games]] with [[Predetermined Story Structures]] there lies a risk of some players' [[Value of Effort]] regarding how the narration progresses30 KB (4,181 words) - 13:39, 1 April 2022
- ...ies]]. Although this saves players from [[Excise]], it is a form of [[Risk/Reward]] choice since the pet while for a while no longer help in [[Combat]]. ...ters|Convert]] money into [[Improved Abilities]] but with a certain [[Risk/Reward]] associated, since there is a small chance (that grows with each previous5 KB (767 words) - 08:33, 3 September 2016
- ...Asynchronous Collaborative Actions]]. These are often combined with [[Risk/Reward]], [[Imperfect Information]], and [[Delayed Effects]] to add [[Tension]] by ...Penalty]] than if they cooperated and this makes the choice one of [[Risk/Reward]]. The original Prisoners' Dilemma did not allow communication between the12 KB (1,731 words) - 07:28, 8 April 2022
- [[Actions Have Diegetically Social Consequences]] often provided [[Risk/Reward]] situations for players since there might be [[Rewards]] associated with b [[Risk/Reward]],9 KB (1,245 words) - 16:04, 3 October 2016
- ...[[Irreversible Events]], these types of actions have an associated [[Risk/Reward]] and may require [[Leaps of Faith]] if the consequences of the actions hav [[Risk/Reward]],11 KB (1,564 words) - 12:37, 4 August 2015
- ...Abilities]] or [[Improved Abilities]] is common as this type of [[Rewards|Reward]], either in the form of training or through purchasable [[Tools]]. Other p ...individual. Many times making the joining of a [[Faction]] is a [[Rewards|Reward]] in that it can provide access to information, training, and trading of sp12 KB (1,730 words) - 07:21, 6 May 2022
- ...persuading these [[NPCs]] to decide on one goal can be a player [[Rewards|Reward]] that opens up for [[Alliances]] and progress [[Predetermined Story Struct ...commonly used to create [[Internal Conflicts]], there is usually a [[Risk/Reward]] associated with the pattern. This also brings with it the likely presence11 KB (1,576 words) - 11:03, 18 March 2018
- ...[Eliminate]] goals but making it into a [[Trade-Offs|Trade-Off]] or [[Risk/Reward]] choice. [[Diegetic Social Norms]] can also be used to diegetically motiva ...ith other humans, the gain of [[Game-Based Social Statuses]] can be a meta reward. For penalties, [[Game Element Removal]] of [[Characters]] is one possibili11 KB (1,592 words) - 08:54, 11 October 2022
- ...osing Goals]] to the player himself or herself. This either creates [[Risk/Reward]] situations in that the player need to choose between different actions th ...incompatibility of the goals through [[Stealth]], this instantiates [[Risk/Reward]] in addition. If the actions involved can lead to the consequences of beco9 KB (1,383 words) - 12:04, 4 August 2015
- ...]. The latter can introduce [[Tension]] to the activity and require [[Risk/Reward]] choices between shooting now or waiting for a possible better situation t [[Risk/Reward]],10 KB (1,551 words) - 10:03, 13 May 2022
- ...w them to feel [[Anticipation]]. This can change how they calculate [[Risk/Reward]] situations and [[Misfortune Mitigation]], but success in this activities [[Risk/Reward]]4 KB (644 words) - 05:40, 5 September 2022
- ...]], [[Geospatial Game Widgets]] (including [[Check Points]], [[Ghosts]], [[Reward Widgets]]), and [[Tooltips]]. [[HUD Interfaces]] may be necessary to avoid ...egetic Communication]]: these may disrupt [[Diegetic Consistency]] but the risk of this may be mitigated by [[Game Masters]] or by introducing [[Communicat15 KB (2,109 words) - 09:05, 8 April 2022
- ...ers can free them from. While both these ways include an element of [[Risk/Reward]] due to the possibility of a future [[Betrayal]], [[Free Gift Inventories] ...anteed it makes [[Betrayal]] possible, and requires players to make [[Risk/Reward]] considerations before making [[Leaps of Faith]]. [[Delayed Reciprocity]]8 KB (1,230 words) - 23:34, 17 March 2018
- ...tionship between the effort put into an action and its potential reward or risk.'' ...choices is to not make several identical [[Investments]] using arithmetic reward schemes possible at the same time by imposing [[Time Limits]] between such7 KB (1,036 words) - 08:56, 4 August 2022
- ...so provide players with the information they get in relation to the [[Risk/Reward]], they also heavily can influence players' possibility to have a [[Determi [[Risk/Reward]],19 KB (2,776 words) - 07:11, 8 April 2022
- ...on]] in [[Stratego]], this makes capturing there have an element of [[Risk/Reward]]. ...hese related to each other depends primarily on their individual [[Rewards|Reward]] structures and on players' tactics. However, since [[Units]] can typicall11 KB (1,588 words) - 08:45, 4 August 2022
- ...Be a Millionaire?]], since this makes the [[Non-Player Help]] have [[Risk/Reward]] qualities. ...rs' [[Private Game Spaces]], and where the action can be its own [[Rewards|Reward]] requiring no further gameplay. This is one way players intentionally can7 KB (963 words) - 12:06, 19 March 2018
- ...iscouraging them for this reason, or at least associating them with [[Risk/Reward]], can be done by requiring players to use some resource (making the action ...s some form of [[Investment]] they are a [[Risk/Reward]] action due to the risk of not being return, something that is likely to be felt as [[Betrayal]].5 KB (783 words) - 15:39, 4 August 2015
- ...rn Visits]]. These may be [[Interruptible Actions]] but this adds a [[Risk/Reward]] component to departing the game - in fact, [[Encouraged Return Visits]] c [[Risk/Reward]]8 KB (1,231 words) - 08:34, 18 January 2015