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  • ...igns]], with the aim of supporting the design and analysis of all types of games. The bulk of the content is in individual patterns, with game pages be nume ...rs.se/Bjork_and_Zagal-Game_Design_and_RPGs.pdf Game Design and RolePlaying Games]. In Zagal, José P. and Deterding, S. (eds.), Role-Playing Game Studies: T
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  • ''Computer or mechanical systems responsible for running individual game instances.'' Computer-mediated games need programs to uphold the game state, handle input from players and provi
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  • Many computer games offer different ways of playing them, both in regards to which quests to st ...re focused on one strategy of completing or winning the game. However, for games with [[Varied Gameplay]] one can construct [[Testing Achievements]] to make
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  • [[Category:Team-based Games]] [[Category:FPS Games]]
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  • [[Category:FPS Games]] [[Category:Online Games]]
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  • ...These, and the computer games that followed them, thus became [[Real-Time Games]] in the sense that the game system updates automatically without player in ...craft]] and [[StarCraft series]], modify the usually slow pace of strategy games by making the game system continue without player interaction.
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  • [[Category:Computer Games]] [[Category:Real-Time Games]]
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  • ''Games that do not have any winning conditions.'' ...ems they use have no state defined as winning or no way to get there. Such games can still pose interesting challenges to players either by letting players
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  • [[Category:Games]] [[Category:Computer Games]]
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  • Games require players to adopt goals but some games make players adopt the role of fictive people and the roles they have goals ...s]]. For [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]], see Stark 2012<ref name="Stark"/> for an overview of the American versio
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  • Many casino games, e.g. [[Roulette]] or [[Blackjack]], consist of many quite quick game insta ...e Wars]], and the [[Team Fortress series]] as well as in real-time tactics games such as [[World in Conflict]].
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Board Games]]
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  • ...e any given specific game instance, typically not stored on a player's own computer and publicly viewable through the internet. ...s Steam Achievements to provide similar functionality but does not require games to make use of it.
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  • ''Games that make use of other players' game instances to provide input to the game ...yer games and the isolated gameplay of single-player games - single-player games can of course provide or encourage social interaction outside gameplay and
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  • [[Category:Games]] [[Category:Experimental Art Games]]
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  • ...n games so that each game instance can be different. This in turn can make games interesting to play several times independent of how much variety comes fro ...ion]] where the draw stacks need to be reshuffled several times during the games.
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  • [[Category:Games]] [[Category:Computer Games]]
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  • Some games introduce new things into the game environment as gameplay progresses. This ...(besides possibly then inserting them into the actual battle. Roleplaying games such as [[Dungeons & Dragons]] often have some initial locations with enemi
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  • ...layers to feel that they are more likely to success or perform better, the games are letting them feel [[Luck]]. ...l [[Luck]], and [[Craps]], [[Guts]], and [[Roulette]] are examples of such games. [[Blackjack]], [[Mahjong]], [[Poker]], and [[Texas Hold'em]] also hold lar
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  • All games require some effort to maintain and update the game state. This may be as e ...mine winners. Although not part of the definitions of board games and card games such as [[Chess]], [[Go]], [[Contract Bridge]], the [[Pokémon Trading Card
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  • ...make use of the skills and equipment used by the diegetic characters. When games make use of both simultaneously, so both player and character characteristi ...Unexplored]] works similarly but as a real-time [[:Category:Computer Games|Computer Game]] also puts demands on players manual dexterity and reflexes.
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  • ''Games where gameplay is easy to begin, perform, pause, and end, without negativel ...s. In this four main areas of difference between causal games and hardcore games are discussed: fictional presentation, game knowledge required, time invest
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  • The outcome of many games depend on the skill or knowledge of those playing it. For players that do p [[Chess]] and [[Go]] are classical examples of [[:Category:Board Games|Board Games]] which allow [[Further Player Improvement Potential]] for a lifetime to mo
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  • [[Category:Computer Games]] [[Category:Console Games]]
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  • [[Category:Computer Games]] [[Category:Games]]
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  • ...game is a series of interesting choices,” but also in how definitions of games mention goals, conflicts and uncertainty (e.g. Suit<ref name="GameDefSuit"/ Some games allow actions that do not actually make players come closer to achieving go
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Board Games]]
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  • .... While these may overlook other aspects and include fantastical elements, games often include representations of [[Agents]] that actively work towards goal ...is they show little evidence for agency. In contrast, the enemies in later games such as [[Braid]], [[Gauntlet]], the [[Doom series]], the [[Left 4 Dead se
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  • ...the game system is in this case not consistent with the original meaning; games having this design are in fact closer to using the ''Horse'' concept in Voo ...he game and provide an anchor for the players' emotional investment in the games.
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  • ...games putting players in charge of small groups. In contrast, roleplaying games such as [[Dungeons & Dragons]] have players controlling one character of th ...ed to expose players to many enemies - this is especially common in zombie games, e.g. the [[Left 4 Dead]] series, the [[Dead Rising]] series, and [[Zombiep
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  • ...ovement, closeness, etc., in non-combat aspects of the gameplay make these games lack some [[Awareness of Surroundings]] that socially believable characters ...coded in the various items of the environment, something which allows the games to easily be expanded with new items.
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  • ...and can be annoyed or disappointed if these are not met. Making agents in games be able to show [[Emotional Attachment]] is a way to counter this by having [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] typically can show some [[Emotional Attachment]] but not do so consistent
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  • Players have goals in games. However, diegetic character can have goals regarding the game world or may ...n criteria and therefore excludes many other types of goals agents playing games can have, e.g. social or experiential ones.''
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  • [[Category:Games]] [[Category:Action Games]]
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  • Many games worlds contains more entities such as animals, people, monsters, or robots ...case the [[Algorithmic Agents]] are also used to provide opponents but in games such as [[Fable II]], [[Fallout series]], [[NetHack]], and [[Torchlight]] t
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  • ..., [[Intrigue]], and [[So Long Sucker]]. Some [[:Category:Board Games|Board Games]], e.g. [[Battlestar Galactica: The Board Game]] and [[Shadows over Camelot ...n them). [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] such as [[1942 – Noen å stole på]] and [[Monitor Celestra]] are simil
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  • ...p them to be as the players want, these are [[Player-Created Characters]]. Games with these allow players to customize not only the characters but through t ...y to begin more quickly. [[Ars Magica]] and [[GURPS]] are examples of such games where players spend points to determine attributes and other important char
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  • ''Games where the gameplay is clearly divided into clearly defined parts where play ...ct and perform one action. However, this can challenged in various ways in games while still having them be perceived as having turns, e.g. by having severa
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  • One way that games can divide gameplay into separate sections or chunks are to spatially const ...i. e., each level presents new enemies and puzzles for the player. In some games, the levels can also have different primary activities the player has to pe
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  • Many games depict fictional worlds populated with people of more or less human qualiti Although not that interesting as personalities, early arcade games such as [[Pac-Man]] can be said to have [[NPCs]] since each of them was giv
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  • [[Category:Games]] [[Category:Computer Games]]
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  • Many games let players control game elements that represent people or creatures that a ...s such as the [[The Elder Scrolls series]] and the [[Fallout series]], and games building on the genre, e.g. [[NetHack]], [[Torchlight]], the [[Diablo serie
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Computer Games]] [[Category:Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Real-Time Games]]
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  • [[Category:Games]] [[Category:Roleplaying Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Real-Time Games]]
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  • [[Category:Games]] [[Category:Action Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Online Games]]
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  • [[Category:Games]] ...roid belt. The player must spread to other asteroids while contending with computer controlled opponents playing as other species.'' <ref name="wiki"/><ref nam
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  • ...stract game elements, diegetically. To present these types of information, games can either augment the presentation of game elements with extra [[Game Stat ...heir offspring [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]] often require them as well.
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  • ...r of possible future game states after a couple of actions decide if these games can be said to encourage [[Stimulated Planning]] amongst players. Depending ...of games that [[Stimulated Planning|Stimulate Planning]], and puzzle-like games like [[Ricochet Robots]], [[Continuity]], and [[Cursor*10]] have the same c
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  • All games need players. However, there are not always enough people available and wil ...the [[Left 4 Dead series]], and the [[Tekken series]]). For some of these games it may be unpractical to find enough people to fill all the player slots av
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  • ...but in other cases they may be necessary to do in all game sessions. Some games explicitly build [[Experimenting]] into gameplay as puzzles. In these cases Linderoth<ref name="Linderoth"/> points out that actions in games are either ''exploratory'' or ''performatory'', where the former can be see
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  • Most games allow or require players to plan what they want to do later in them. [[Stra ...ctics vary. For this collection of patterns, strategy refers to aspects of games that do not depend on any specific game state while tactics relate to how o
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  • Many games make players plan what actions to perform based upon which possible action ...er]], [[Stratego]], [[Agricola]], and [[Amun-Re]] are all examples of such games that require extensive [[Tactical Planning]].
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  • Many games have game elements that portray people or monsters that try and hinder play ...ges to the players even though they have a limited set of behaviors. Later games like the first-person shooter [[Doom series]] and the real-time strategy [[
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  • [[Category:Games]] [[Category:Real-Time Games]]
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  • [[Category:Computer Games]] <ref name="site">Official [http://www.kongregate.com/games/banthar/hell-tetris site] for the game.</ref>
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  • ...nted results, and to let players have second (and third etc.) chances some games provide the possibility to try again a limited number of times. This lets p ...er events but makes the pattern more difficult to provide in [[Multiplayer Games]] without resorting to [[Privileged Abilities]], as for example the ''Luck'
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  • ...lly Outstanding Features]]. These can provide the basis for affordances in games<ref name="Rambusch"/> that are easily to establish, and help players with t ...e aspects may be used to create [[Environmental Storytelling]] or modulate games with a [[Detective Structures|Detective Structure]], but this can also be t
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  • ...esides the different strategies one can use while training. Similarly some games, e.g. [[Tic-Tac-Toe]], provides several choices of where to place one's tok Open-ended games like the [[Sims series]] provide players with a multitude of game elements
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  • ...he parts that make up these stories are created before gameplay begins the games have [[Predetermined Story Structures]]. ...eplay]]. [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] are often less pre-planned regarding events since coordinating these with
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  • ...es which identify them as specific games compared to others. However, many games also have a set of associated [[Optional Rules]]. These can be ones that gr ...rules<ref name="gaming rules"/> of any game is decided by the players, all games in one sense have [[Optional Rules]].
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  • Some games are designed so they allow players to freely interact with the game element ...]] and [[:Category:Card Games|Card Games]] that are not mediated through a computer system support [[Free Game Element Manipulation]]. Several of those played
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  • ...reated by organizers come with all parts complete. Instead players of some games either have to create game elements themselves before gameplay begins or ca ...servers. [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]], e.g. [[Dragonbane]] and [[Trenne Byar]], require a multitude of props an
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  • ''Games that have more than one player.'' ...ith the advent of the internet it became practical to create [[Multiplayer Games]] with hundreds or thousands of players, first in MUDs<ref name="MUDs"/> an
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  • [[Category:Games]] [[Category:Co-Op Games]]
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  • ...en they have to be present to be part of a game. For asynchronous games or games where you don't know all the people that are playing, it this may be necess ...sists of many rounds with only one resource changing between them. Similar games but with more complex structures, e.g. [[Texas Hold'em]] have difficulties
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  • [[Category:Games]] [[Category:Computer Games]]
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  • Many games make players move through their game worlds. While this makes it easy to st ...ety of the town where loot can be sold and new supplies can be bought. All games in the [[Elder Scrolls series]] but [[The Elder Scrolls III: Morrowind|Morr
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  • [[Category:Games]] [[Category:Real-Time Games]]
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  • ...sily to succeed in games if one has help. While these may be other people, games can also provide characters and other entities, commonly called [[Companion Many roleplaying games such as [[Dungeons & Dragons]] and [[GURPS]] allow players to get trained a
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  • [[Category:Games]] [[Category:Computer Games]]
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  • ''Games where humans have no direct choices during the gameplay.'' Zero-Player Games<ref name="wiki"/> are games where humans do not directly influence the game sessions. Instead they may
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  • ...s or between players and the game system. When aimed at communicating with computer-controlled characters or the game system itself, the system must not only b ...a similar system for [[Dialogues]] between the player's character and two computer-controlled characters, but does this integrated with a real-time graphical
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  • Games that have developed characters may have rules to ensure that these characte The dialogue choices available in games such as the [[Mass Effect series]] or the [[Witcher series]] gives players'
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  • Many [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]], e.g. [[1942 – Noen å stole på]] and [[Dragonbane]], provide good set For games building on [[Roleplaying]], encouraging [[Gossip]] can be as easy as provi
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  • [[Cutscenes]] are used when games cannot progress the entire game story through actions and events and need t ..."/> for a discussion regarding the pros and cons of using [[Cutscenes]] in games.
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  • ''Games where each game instance only there is only supports one player.'' ...nother cost is that the game designers and developers of a [[Single-Player Games|Single-Player Game]] need to construct all the challenges to be part of the
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  • ...tion each pattern should include several examples, from different types of games when possible (as the examples used have a tendency to be those played by t === Games can be described as an Activity-Based Framework of Game Components ===
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  • Diegesis is the presentation of the elements in a game world. However, games may need to provide more information due to their systems containing more i [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Call of Cthulhu]], [[Storytelling System]], and [[Hârnmaster]]
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  • ..., by relating to other fictional worlds (from literature, movies, or other games) and the real world they can help players understand the underlying structu ...e of fictive worlds to base differences on how the games are set up. Other games, e.g. [[Dominion]] and [[Race for the Galaxy]], have descriptions of [[Game
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  • [[Category:Games]] [[Category:Roleplaying Games]]
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  • Some effects in games require several players to do act together for them to take place at all. T ...each others shoulders, building `human' pyramids. Further, computer-based games can easily let players not close to each other in the game still perform [[
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  • ...or can the challenge of succeeding in performing the action. However, some games require players to, at least some of the time, repeatedly perform actions t ...Progress Quest]] critiques these kinds of design by being a game where the computer does the [[Grinding]] for the players, leaving only the minimal character c
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  • ...uring the gameplay; their appearance not known exactly at the beginning of games and failing them being possible due to causes other than players' own actio Not all goals in games are active at all points of gameplay. One category of such goals are [[Ephe
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  • ...subordinate to the outer game for the outcome of the activity, they inner games are referred to as [[Minigames]]. ...cally these are small gambling game similar or exact instances of existing games, such as [[Poker]] or [[Craps]].
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  • ..., and whole game worlds. With the appearance of computer-based roleplaying games, programs could replace people in the role of [[Game Masters]] at the expen ...leases which have followed since then, including [[Paranoia]], the various games using the [[Storytelling System]], and [[Fallen Reich]].
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  • Many games contain events that remove game elements from play. Traditionally this is c ...typically use the term [[Capture]], [[:Category:Real-Time Games|Real-Time Games]] instead uses [[Eliminate]]. For this pattern collection, [[Eliminate]] is
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  • Through having people or servers dedicated to them, some games can have game worlds that are always available for players to enter them. T Each [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Game]] (e.g. [[Call of Cthulhu]] and [[Hârnmaster]])
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  • ''Games which support hundreds or thousands of players to inhabit the same game wor ...y players share play sessions, are known as [[Massively Multiplayer Online Games]].
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  • Some games are designed to let people that are not playing know how gameplay progress. Games residing on social media platforms, e.g. [[FarmVille]] and [[Mafia Wars]],
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  • Building is a common activity possible in games; this may be actual constructions or simply actions that are diegetically p ...o a level of complexity that players have constructed computers within the games.
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  • Players very often handle different types of resources in games and acquiring more is usually beneficial. There may however be limits on ho ...any freed slots exist on their respective tracks. This is also used in the computer-based [[Fallout series]], in the first two installments through action poin
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  • ...voluntary attempt to overcome unnecessary obstacles.''<ref name="suits"/> Games often solve this by letting players choose from several possible actions bu ...on how many free slots exist on the respective tracks each player has. The computer-based [[Fallout series]] uses a similar form of restriction on actions, in
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  • ...owing from the leisure activity, and how it has been imported to design of computer applications<ref name="Taylor"/>, this type of game activity can be describ The casual games [[FarmVille]] and [[Ravenwood Fair]] let players develop garden allotments
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  • ...rules and specifics of game states to be able to make these choices. Those games that do have [[Memorizing]] as a gameplay mechanic and this may concern bot ...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
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  • ...mance or wish to avoid developing any kind of social relation. To do this, games may give players a [[Possibility of Anonymity]]. ...ey are. The characters created by players of computer-mediated roleplaying games such [[Kingdoms]], [[Ultima Online]], and [[World of Warcraft]] can protect
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  • Games that include racing portions or modes, e.g. the [[Grand Theft Auto series]] The computer-based [[Civilization (video game) series|Civilization series]] can show how
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  • ...nd [[Borderlands]] are examples of how [[Loot]] are used in other types of games. ...intain [[Thematic Consistency]] and to maintain [[Red Queen Dilemmas]]. In games with [[Game Masters]], they can tailor the [[Loot]] to having [[Balancing E
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  • ...ules that define some combinations as [[Sets]] that either let players win games when they have collected them, determine the winner based on enumerated lis ...an be viewed as a type of [[Sets]] also. The much simpler [[:Category:Card Games|Card Game]] [[Go Fish]] uses [[Sets]] similarly to end game instances.
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  • Games with [[Game Worlds]] rarely can let players interact in all conceivably pos ...]], the [[Just Cause series]], and the [[Warcraft series]] are examples of games where the trees provide gameplay functionality).
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  • ...originating as computer-based games, but for [[:Category:Board Games|Board Games]] such as [[Risk]] and [[Pandemic]] it is of course noticeable since the bo ...hose done on combat maps), and the same applies to movement in text-based games such as the [[Zork series]] or [[Kingdoms]]. If this is noticeable to playe
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  • ...riety in how this is done and let them become more and more powerful, many games let them get access to [[Weapons]]. These let the players become more effi .... [[Fallout series]] and [[Mutant]]). For [[:Category:Tabletop Roleplaying Games|Tabletop varieties]] there often exist entire books with additional [[Weapo
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  • Roleplaying games [[Dungeons and Dragons]] and [[Hârnmaster]] make intense use of [[Tools]], Weapons are common [[Tools]] in many computer games, including [[Left 4 Dead series]], [[Torchlight]], and [[World of Warcraft]
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  • [[Game Items]] play larger roles in [[:Category:Roleplaying Games|Roleplaying Games]] such as [[Dungeons and Dragons]] and [[GURPS]], both as rewards and as wa ...on Roleplaying Games|LARPs]] also put much emphasis on [[Game Items]]. For games such as [[1942 – Noen å stole på]] and [[Dragonbane]], players need to
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  • There is often a need to support functionality for managing items in games where players control characters that can carry several of these. [[Invento ...g on individual characters, including their equipment. This lead many such games, e.g. [[Dungeons and Dragons]], [[GURPS]], and [[Mutant]], to have [[Invent
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  • In games where players can get hold of many types of items that can be used or worn, ...games sharing similarities with [[:Category:Roleplaying Games|Roleplaying Games]], including the requirement to equip items for them to be usable or affect
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  • ...he games for the activity to be possible. Not all destruction of object in games need to be due to intentional action, "natural" effects such as erosion, we ...See the Giant Bomb site for an article<ref name="gb"/> with a list of 180+ games with exploding barrels. The ruined nuclear-powered cars found in [[Fallout
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  • In games where players control characters inhabiting game worlds, they may have need Many [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]], e.g. the [[Witcher series]], [[World of Warcraft]], and the [[Dragon Ag
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  • Like in the real world, ranged weapons in many games require [[Ammunition]]. This makes them a resources that needs to be conser ...ypes of [[Ammunition]] for different types of [[Weapons]]. In addition all games but [[Fallout 3]] provide several different types of [[Ammunition]] of most
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  • Games that include characters under players' control often make it possible for t ...to [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]], e.g. the [[Elder Scrolls series]] letting skill improvements drive level
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  • Many games divide gameplay into events taking place in a game world and abstract entit ...players have (and the latter may or may not be mortgaged). Grand strategy games such as the [[Civilization (video game) series|Civilization series]] and th
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  • Games are typically set in some world but it is either for gameplay purposes or p ...nd [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] use Inaccessible Areas to guide the players through the Game World in a m
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  • ...ors that could only be reached by quickly moving some distances within the games. Both the [[Elder Scrolls series|Elder Scrolls]] and makes use of [[Switche ...designer precise ways of knowing when players perform specific actions in games, especially when they can only be used once. This can be used to know when
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  • ''Powerful enemies players have to overcome to reach goals in games.'' ...llowing players to experience that they have reached closure points in the games, the abilities of [[Boss Monsters]] often also requires them to play differ
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  • ...life and modeling them with [[Thematic Consistency]] can result in popular games or toys. Even though not all aspects are realistic, e.g. aliens and ghosts Besides the value of being exotic, it is very common for games to make use of themes including magic or science fiction elements since the
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  • ...s let players discard sequences that are not satisfactory for some reason. Games that enforce that not sequences are discarded in this fashion have [[Tempor ...t is typically not present in [[:Category:Computer-based Roleplaying Games|computer-based versions]].
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