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  • ...or [[Powers]], the [[Game Masters]] can quite easily make players feel [[Anticipation]], [[Exaggerated Perception of Influence]], [[Luck]], or [[Tension]] depend [[Anticipation]],
    4 KB (579 words) - 12:05, 20 March 2018
  • ...meplay area. While having [[Reconnaissance]] goals can make players have [[Anticipation]] of finding [[Enemies]], actually finding them may still give them [[Surpr [[Anticipation]],
    8 KB (1,105 words) - 13:49, 26 March 2018
  • ...out the possibility of [[Unlocking]] something makes it possible to have [[Anticipation]] about this and can motivate both [[Grinding]] and [[Player-Planned Develo [[Anticipation]],
    5 KB (673 words) - 09:21, 12 August 2015
  • ...lex Gameplay]] making [[Surprises]] possible but at the same time making [[Anticipation]] more unlikely. [[Complex Gameplay]] has a dual relation to [[Hovering Clo [[Anticipation]],
    17 KB (2,460 words) - 11:13, 21 March 2018
  • ...f Catan]] are an example of when this is not the case), and provide both [[Anticipation]] and [[Tension]] to gameplay while making more difficult to have a [[Predi [[Anticipation]],
    3 KB (504 words) - 14:14, 26 July 2016
  • ...Not knowing who will win a game until gameplay is over typically causes [[Anticipation]] and [[Tension]]; which a player feels most strongly depends on their subj [[Anticipation]],
    5 KB (765 words) - 08:50, 28 September 2016
  • ...Roleplaying]], this can be [[Gossip]] between the [[Player Characters]]. [[Anticipation]] and [[Tension]] may not be activities but players can often experience it [[Anticipation]],
    9 KB (1,216 words) - 13:23, 27 August 2015
  • Games that are supposed to provoke horror or at least tense anticipation, e.g. the [[Silent Hill series]] and the [[Left 4 Dead series]], alternate ...tention Demanding Gameplay]] or [[Tension]] but can provide players with [[Anticipation]] if they know approximately when the [[Lull Periods]] will end. Player can
    3 KB (495 words) - 15:16, 19 August 2015
  • ...to have [[Emotional Engrossment]] in games, they can for example provide [[Anticipation]], [[Surprises]], and [[Tension]] depending on when they are given and how [[Anticipation]],
    11 KB (1,541 words) - 14:32, 17 March 2018
  • ...ing how close they were can promote [[Replayability]] and modify players [[Anticipation]] when about to do their new attempt. Having [[Near Miss Indicators]] can a [[Anticipation]],
    4 KB (617 words) - 11:59, 17 July 2016
  • [[Hovering Closures]] are used to create or intensify [[Anticipation]] or [[Tension]] in games. While the pattern is used in some form in most g [[Hovering Closures]] can create [[Anticipation]] and [[Tension]] in games. This in turn can create [[Emotional Engrossment
    4 KB (591 words) - 08:07, 26 August 2021
  • ...ers' [[Freedom of Choice]]. Those which are known in advance work create [[Anticipation]] and [[Hovering Closures]] while working against [[Exaggerated Perception [[Anticipation]],
    7 KB (863 words) - 09:47, 21 September 2016
  • ...Choice]] regarding which goals are available. While any goal can provide [[Anticipation]] and [[Emotional Engrossment]], [[Player-Defined Goals]] have additional p [[Anticipation]],
    7 KB (1,014 words) - 14:07, 17 March 2018
  • ...sk/Reward]]. If the bet isn't immediately resolved, the pattern supports [[Anticipation]] and [[Tension]] due to [[Delayed Effects]] and [[Hovering Closures]]. Loc [[Anticipation]],
    10 KB (1,429 words) - 12:27, 25 August 2021

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