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  • ...the combined rewards of two lesser investments are always smaller than the reward of the larger investment using the same amount of resources. Factors less t The point reward in [[Tetris]] for removing more than one row at once increases in a geometr
    7 KB (950 words) - 10:31, 23 November 2015
  • ...sing the various installments in the [[Sims series]]). Although the [[Risk/Reward]] of building something that may be destroyed can be desired by the designe ...h [[Damage]], these [[Investments]] provide an even higher level of [[Risk/Reward]] than only having invested wrongly. With enough possible permutations in w
    17 KB (2,423 words) - 11:14, 21 March 2018
  • ...[Stimulated Planning]] of how to use these. [[Turnovers]] can add a [[Risk/Reward]] factor to this or be used on its own. For individual actions, the use of
    6 KB (947 words) - 10:15, 26 August 2021
  • When combine with [[Interruptible Actions]], they require [[Risk/Reward]] considerations to start and present [[Time Limits]] to those that wish to [[Risk/Reward]],
    4 KB (559 words) - 23:29, 16 May 2011
  • ...ts]]. [[Delayed Effects]] that can be interrupted also give rise to [[Risk/Reward]] situations. [[Risk/Reward]],
    7 KB (1,024 words) - 17:00, 8 July 2016
  • Many games put players' game elements are risk. To allow players rest these risks, games can be design so that some parts ...players respite after having being killed and respawned - eliminating the risk of being killed immediately after having been being brought back into the g
    8 KB (1,191 words) - 13:31, 26 March 2018
  • ...her contexts due to the diegetic social context. Another type of [[Rewards|Reward]] is to let players prove their [[Loyalty]]. While [[Quests]] may automatic ...oals]]), and thereby making the choice of accepting [[Quests]] into [[Risk/Reward]] considerations. Two other case, more specialized and both examples of [[O
    10 KB (1,303 words) - 10:09, 13 May 2022
  • ...[[Extended Actions]], they provide additional [[Tension]] and evoke [[Risk/Reward]] considerations. [[Risk/Reward]]
    6 KB (880 words) - 13:24, 27 August 2015
  • ...spatial Game Widgets]] (shown for example in [[Dead Space]]) to lessen the risk that players miss noticing their locations. In fact, given that [[Power-Ups ...vigate [[Game Worlds]] are also examples of [[Geospatial Game Widgets]]. [[Reward Widgets]] are [[Geospatial Game Widgets]] created by making [[Rewards]] loc
    11 KB (1,654 words) - 11:05, 17 July 2016
  • ...ough themselves. Regardless, they can force players to consider the [[Risk/Reward]] relation of entering them since doing so is not automatically a bad optio [[Risk/Reward]],
    12 KB (1,715 words) - 11:18, 18 October 2022
  • ...use them as well. A third option relate to adding [[Trade-Offs]] or [[Risk/Reward]] considerations by linked the use of [[Tools]] to the consumption of [[Res [[Risk/Reward]]
    11 KB (1,582 words) - 07:36, 19 May 2022
  • ...omputer games. This may because they pose a threat, that block access to a reward, or simply because they are there but in all cases there needs to exist [[D ...ne player's [[Lives]] to a set of [[Destructible Objects]] that all are at risk simultaneously.
    8 KB (1,125 words) - 12:39, 4 September 2011
  • ...ades]] can provide. When they cannot be removed, players need to do [[Risk/Reward]] choices if they should place a particular [[Upgrades|Upgrade]] in a parti [[Risk/Reward]]
    4 KB (547 words) - 09:47, 25 July 2016
  • ...y taking over other players' [[Territories]]. All but [[Axis & Allies]], [[Risk]], and the [[Hearts of Iron series]] also support the colonization of "wild ...V]] and [[Greed Corp]]), or custom-shaped areas (e.g. [[Axis & Allies]], [[Risk]], and the [[Europa Universalis series]]). [[Go]] shows that the empty spac
    8 KB (1,110 words) - 09:06, 2 August 2015
  • ...not actually hinder [[Movement]] but make passing through them into [[Risk/Reward]] considerations. [[Invisible Walls]] are also [[Obstacles]] but these may ...y Losses]], [[Decreased Abilities]], or [[Damage]] do instead raise [[Risk/Reward]] considerations. By having these effects, they naturally are [[Diegeticall
    11 KB (1,595 words) - 13:40, 26 March 2018
  • ...eting some specific requirements that result in an [[Access Rewards|Access Reward]] (this requirement is most often completing a goal in the previous [[Level ...io Sunshine]], can remove the need for [[Cutscenes]] but run a far greater risk of breaking [[Thematic Consistency]].
    14 KB (2,120 words) - 12:31, 1 September 2016
  • ...known in advantage - the decision to try and acquire one is one of [[Risk/Reward]]. [[Pick-Ups]] do often have high levels of [[Clickability]] if they need [[Risk/Reward]],
    7 KB (1,010 words) - 08:20, 3 August 2022
  • ...of the correct values of goals. This consists mainly of knowing the [[Risk/Reward]] structures and [[Trade-Offs]] values between various [[Resources]], [[Rew ...wledge]] in games is through the use of [[Cutscenes]] since players cannot risk be distracted by gameplay while the information expressing the knowledge is
    15 KB (2,114 words) - 07:04, 8 April 2022
  • ...what this chance is. This let players be able to make more informed [[Risk/Reward]] choices, which can provide [[Strategic Knowledge]] and support [[Cognitiv [[Risk/Reward]],
    15 KB (2,228 words) - 16:05, 3 October 2016
  • ...pports [[Strategic Planning]] although this may need to incorporate [[Risk/Reward]] decisions. Given that [[Strategic Locations]] provide benefits in some wa [[Risk/Reward]],
    9 KB (1,144 words) - 10:26, 1 December 2022

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