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  • ==== Goals and Goal Structures ==== [[Victory Points]] (as tokens) --[[User:Staffan Björk|Staffan Björk]] 08:59, 27 February 2
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  • ...ally for the individual classes (''Team Doctor'' for accumulate 25000 heal points as a Medic and ''Hot on Your Heels'' for killing 50 enemies from behind wi ...gy weapons respectively) and what type of healing one uses (healing 10,000 points with food gives ''Desert Survivalist'' while doing so with Stimpaks gives '
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  • [[Category:Goal Patterns]] ''Achievements given to completing a goal in the game.''
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  • ...tasks can lead to the game session being terminated, while having [[Spawn Points]] for resurrected [[Avatars]] can lead to [[Challenging Gameplay]] in the f ...]], including positive [[Extra-Game Consequences]] such as acknowledging [[Goal Achievements]] (and possibly [[Grind Achievements]] based on these). Howeve
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  • ...ern in the sense that avoiding to have it in a game is more often a design goal than intentionally having it. [[Ricochet Robots]] is however an example whe ...[Analysis Paralysis]] occurring. [[Action Caps]] such as [[Budgeted Action Points]] provide means of expanding the number of decisions the players have to ma
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  • ...having the role of special infected have the [[Preventing Goals|Preventing Goal]] of hindering those playing uninfected humans. The game [[Levels]] are arr ...to being hit by its attack) giving players a [[Continuous Goals|Continuous Goal]] of keeping a distant to them. Witches are powerful opponents but do not a
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  • ...s simply the intentional joint effort by several agents to try and reach a goal. In games, this allow players to divide tasks between them and rely upon ea ...der to defeat Sauron. The gameplay her is fully cooperative since the main goal, defeating Sauron, is common to all players, that is, either the players wi
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  • ...gns typically needs to be verified by play tests. However, using [[Closure Points]] and [[Access Rewards]] to organize closure possibilities is probably the ...d in level designs in this sense to guarantee greater closures at specific points in the gameplay (and shows how [[Higher-Level Closures as Gameplay Progress
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  • ...nce. However, that influence cannot be to powerful since then reaching any goal in any given game would become too easy and lose whatever potential for app ...ance of succeeding one may believe that one can after many actions reach a goal. [[Randomness]] can achieved [[Exaggerated Perception of Influence]] but th
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  • ...als through manipulating the game environment. These [[Agents]] may be the points through which player can interact with the game or be the conduits for game ...meplay concepts and allow [[Goal-Driven Personal Development]]. However, [[Goal-Driven Personal Development]] can be applied to any type of [[Agents]], i.e
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  • ...rivileged Abilities|Privileged Ability]] of being able to act as a [[Spawn Points|Spawn Point]]. Besides what actions the avatars can perform, their likeliho ...or the activation of a new [[Avatars|Avatar]]). This makes the [[Survive]] goal an integral part of many games using [[Avatars]].
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  • ...Budgeted Action Points]] are a common solution and varying how many action points [[Units]] have is yet another was to give them [[Asymmetric Abilities]]. [[ ...reating multiple different lanes which the [[Units]] use to move towards a goal area.
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  • [[Category:Goal Patterns]] ...reach closure points regarding their old goals, they can be said to have [[Goal-Driven Personal Development]].
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  • Hit points, some regeneration === Goal Structures ===
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  • ...a part of the game in which all player action takes place until a certain goal has been reached or an end condition has been fulfilled.'' ...ten have the possibility to leave these [[Levels]] without completing some goal.
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  • ...r control their own [[Characters|Character]], and one of the main types of goal in the games is to raise the character's level, stats, or skills. This has ...have [[Characters]] that can develop between levels by gaining experience points in various skills.
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  • ...redict how immediate actions can be combined to get closer to reaching the goal with a level of certainty making the planning seem meaningful. A basic dich ...ed Story Structures]] is a common tool to provide players with a long-term goal not immediately accessible, but [[Diegetically Outstanding Features]] in [[
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  • Linderoth<ref name="Linderoth"/> points out that actions in games are either ''exploratory'' or ''performatory'', w ...s pipes, bowling balls, cats, candles, ropes, and balloons to try to reach goal states by making the objects interact with each other in certain ways. In [
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  • ...eversible Event]]), e.g. related to a [[Gain Ownership]] or [[Eliminate]] goal. [[Ever Increasing Difficulty]] can through this be added to a game by guar ...vent]] and provides a basis for a [[Time Limits|time-limited]] [[Survive]] goal) or have rules for determining when the change occur. Thus, player may have
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  • ...ces can vary between people. It can seem that there are no choices in some goal-oriented activity requiring skills, e.g. solving puzzles or participating i ...f Choice]] since this can let players create [[Traces]]. [[Budgeted Action Points]] are a way to increase the [[Freedom of Choice]] existing in possible acti
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  • ...Characters]] through [[Companion Quests]]. This is since they both provide points of [[Emotional Engrossment]] to the players and are [[Agents]] which are ne ...xamples of this). [[Gain Competence]] goals typically can combine gameplay goal of improving one's position in the game with narrative goals, and closures
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  • ...new game instance. By doing so, each game instance has different starting points and players have direct influence over how the game evolve besides be able ...mer 40K]] which let players build their own armies for a certain amount of points before the game begins. They can buy any from the lists contained in the va
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  • ...e gameplay, either against each other or working together towards a common goal. Before the emergence of video games basically only puzzles were not multip ...nation]], can be wanted is that one wants to use the [[Last Man Standing]] goal so that the last player(s) having [[Lives]] left wins. [[Races]] in [[Multi
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  • [[Goal Achievements]] Experience and fame points are gained through killing monsters and finishing quests.
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  • [[Category:Goal Patterns]] ''The goal of forming a linear alignment of game elements.''
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  • ...minate]] goals or as having [[Opposing Goals]] to the player's [[Survive]] goal. For example, [[Pac-Man]] can be analyzed as a game between the Pac-Man and ...rs]]. In these cases this is used to either provide several different view points ([[Fahrenheit]]) to achieve a [[Melodramatic Structures|Melodramatic Struct
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  • ...es to upholding this consistency can come when system terms (such as ''hit points'', ''character levels'', ''skill levels'', etc.) are mixed into the descrip ...on]], [[Extra-Game Input]], [[Geospatial Game Widgets]] (including [[Check Points]], [[Ghosts]], [[Reward Widgets]]), and [[Tooltips]]. [[HUD Interfaces]] ma
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  • [[Category:Goal Patterns]] Not all goals in games are active at all points of gameplay. One category of such goals are [[Ephemeral Goals]], whose defi
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  • ...[[Rewards]] or [[Punishments]] or the completion of specific goals in a [[Goal Hierarchies]]. While the unspecified nature of the gameplay required of [[M ...are examples of [[Easter Eggs]]. The end of [[Minigames]] can make natural points for players switching place in games with [[Hotseating]].
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  • ...much a player can do each turn have a direct translation between how many points are used on movement and how far one can move. This is for example true in ...everal times with a linear relation between the [[Rewards]] given for each goal.
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  • [[Category:Goal Patterns]] ...entioning since they do not have any gameplay function besides that of the goal but can still have diegetic roles. While any type of [[Rewards]] can work,
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  • ...to show which parts of it can be examined for clues, while [[Dead Space]] points out the present of items that can be picked up by showing information about ...es|Board Games]] as well. Examples of games that make use of these to show goal destinations include [[Ricochet Robots]] and [[RoboRally]]. The [[:Category
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  • ...g hand depends on the combination of [[Sets]] and since one receives extra points for certain combinations this can be viewed as a type of [[Sets]] also. The ...rs only count the lowest card when scoring (the goal is to received as few points as possible).
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  • ...advantages to those that control an area to fulfill a [[King of the Hill]] goal. ...Widgets]]. They are also quite likely [[Obstacles]] and can create [[Choke Points]].
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  • [[Game Items]] can be used as goal objects in [[Gain Ownership]] goals, especially if there is only one instan ...s]], or [[Levels]], their positions are [[Resource Locations]] and [[Spawn Points]] if they are replenished through [[Spawning]]. While the presence of [[Gam
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  • ...e Objects]] create [[Obstacles]] when destroyed this can result in [[Choke Points]] emerging during gameplay. [[Choke Points]]
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  • ...ight walls (and other robots) to collide with is the only way to reach the goal destinations. ...y]] by creating [[Choke Points]]. When the [[Obstacles]] block the [[Choke Points]] rather than define them but can be removed in some fashion, this instead
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  • ...ccess Rewards|Access Reward]] (this requirement is most often completing a goal in the previous [[Levels|Level]]). The same goes for [[Transport Routes]], ...let [[Enemies]] create [[Conditional Passageways]] by controlling [[Choke Points]], e.g. those present in [[Galleries]]. [[Sniper Locations]] and [[Strongho
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  • ...can show parts of game worlds that players cannot affect (at least at some points in time), this can be used to provide diegetic reasons why [[Scripted Infor ...be able to see the spatial location of the goal point of the [[Traverse]] goal but require [[Game World Navigation]] to get there.
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  • ...include [[Ammunition]], [[Armor]], and [[Health]] (energy and [[Experience Points]] are less common but found in [[Zombie Lane]] and [[Ravenwood Fair]]). Sim As [[Pac-Man]] shows, [[Pick-Ups]] make clear goal objectives for [[Gain Ownership]] goals since they are usually easy to dist
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  • ...elf. Besides allowing players to experience that they have reached closure points in the games, the abilities of [[Boss Monsters]] often also requires them t ...hree games it uses a Tyrannosaurus Rex as Lara Croft's opponent at various points.
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  • ...of Surroundings]], [[Character Development]], [[Emotional Attachment]], [[Goal-Driven Personal Development]], [[Initiative]], [[Open Destiny]], [[Own Agen ...etic themes. For this reason, having [[Diegetic Communication]] is often a goal when wanting to have [[Thematic Consistency]]. [[Invisible Walls]] are inte
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  • ...Rico]] it may instead knowing which different strategies exist to collect points through making use of synergies. Related, being aware of how various card w ...stallations]], [[Resource Locations]], [[Self-Service Kiosks]], or [[Spawn Points]] since their presence makes the areas into [[Strategic Locations]]. Relate
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  • ...son Shooters]] by letting players develop characters by gaining experience points that can be used to unlock new abilities. ...cters]] to make players experience [[Character Engrossment]]. A supporting goal for this can be that players should as much as possible know and experience
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  • ...ritory: Quake Wars]] gameplay typically revolve around controlling certain goal areas which also are [[Strategic Locations]]. ...elements that can create explicit [[Strategic Locations]] include [[Spawn Points]], [[Resource Generators]], [[Resource Locations]], and also [[Location-Fix
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  • ...l arcade version of [[Pac-Man]] gave players a single extra life at 10,000 points but other implementations give this at numerous occasions. In [[Asteroids]] ...ble (although these amount also decreases if enemy teams have control over goal locations).
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  • ...e any special items and abilities gained and are transferred back to spawn points. [[Frag]] is an example of a [[:Category:Board Games|Board Game]] built aro
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  • ...the game board in [[Chess]] is one of the main strategies in the game. The goal of [[Go]] is to have efficient [[Area Control]] over as much of the board u ...ne of the goals in the [[Battlefield series]] is to have control over flag points. This is done by teams by having sole presences in the areas around the fla
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  • ...wise [[Inaccessible Areas]]. One way of doing this is by inserting [[Choke Points]] together with [[Enemies]] or [[Obstacles]] - making the removal of the [[ ...hey can modulate who and when [[Traverse]] goals can be completed - if the goal locations are inside (temporarily) [[Inaccessible Areas]] these two can cre
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  • [[Category:Goal Patterns]] ''The goal or phase of learning the layout of a game world, or locating specific parts
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  • [[Category:Goal Patterns]] ...s of [[Races]]. The winning conditions for these are easy to describe: the goal is to be the first person to pass a certain distance marker, and this is to
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  • [[Category:Goal Patterns]] ''The goal to try to move a game element from one position in a game world to another
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  • ...lts that indicate that a ranged attack while scatter and has an arrow that points out the direction of the scatter. ...([[GURPS]] does this in a couple of instances, probably due to the design goal of only relying on 6-sided [[Dice]]). One issue with using [[Dice]] to gene
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  • [[Category:Goal Patterns]] ''The goal of moving one or more game elements to a location without directly interact
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  • [[Category:Goal Patterns]] ''The goal to move and perform actions while remaining undetected.''
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  • [[Category:Goal Patterns]] ''The goal of freeing someone or something that is guarded or otherwise not free to mo
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  • [[Category:Goal Patterns]] ''The goal to hinder other players or game elements from accessing particular gameplay
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  • ...being triggered by specific events in the narration as well as having as a goal a game state than is suitable for a next intended narrative event. ...part of a game design is initiated first (and [[Factions]] together with [[Goal Hierarchies]] are especially likely to create or affect [[Narration Structu
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  • ...unit is given a number of action points at the beginning of a turn. These points are another form of [[Resources]] that pay for the actions of the units. ...ks. [[Scores]] can also be [[Resources]] if players can intentionally lose points as part of performing actions ([[Murano]] is an example of a game with this
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  • [[Category:Goal Patterns]] [[Excluding Goals]] can easily be created by taking one goal and constructing [[Preventing Goals]] around it. For example, [[Reconnaissa
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  • [[Complex Gameplay]] can be a design goal for several reasons in game, common ones being to provide [[Challenging Gam ...s]] stress learning specific combinations of actions and [[Budgeted Action Points]] highlights the necessity to choose between actions. [[Card Building]], [[
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  • [[Category:Goal Patterns]] ...d out what goals the other players have while continuing to keep their own goal secret.
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  • [[Category:Goal Patterns]] ...ince each player removed from the [[Competition]] clearly is a closure and points towards the next closure being more important, the pattern supports [[Highe
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  • Team vs. team play in the [[Left 4 Dead series]] give points to the infected team based on how far they managed to traverse a level. Sin While increasing one's [[Scores|Score]] can be a goal in itself, games sometimes provides [[Rewards]] for reaching certain [[Scor
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  • ...ettlers of Catan]] ends as soon as a player can show that he or she has 10 points. [[:Category:Racing Games|Racing Games]] such as [[Formula D]], [[Hare and ...esigned a goal which ends gameplay and declares the player who reached the goal the winner. Unlike [[Winner determined after Gameplay Ends]], [[Winning by
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  • Another, which adds a consequence and possible goal to want to reach a [[Game Over]] event, is to use [[Winning by Ending Gamep ...sible is likely to create [[Extermination]] phases. Likewise, identifiable points in gameplay time when the risk of [[Game Over]] events increase markedly ca
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  • ...rtain point where in becomes more important to focus on generating victory points. The easiest way to make [[Construction/Scoring Phase Shift]] possible in g ...y Engines]] can be seen as a form of [[Abstract Player Constructs]], or as goal requirement for which effects there should have. Building them are a form o
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  • [[Category:Goal Patterns]] ''The goal of removing game elements from gameplay.''
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  • [[Category:Goal Patterns]] ...ll players that have the same claim to the town receive the same amount of points.
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  • ...aving to affect the game state when players gain them. The existences of [[Goal Achievements]], [[Grind Achievements]], [[Handicap Achievements]], and [[Te [[Experience Points]],
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  • ...ling effects as well as potential loss of equipment, money, and experience points. Further, [[Penalties]] can take the form of failing missions, gaining bad ...harder to fulfill. [[Penalties]] that do this affect a goal with [[Dynamic Goal Characteristics]].
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  • ...de another type of [[Setback Penalties]]. In these, players often have the goal of raising the levels of their characters and game masters can apply [[Setb ...shows. However, [[Setback Penalties]] can also be applies to [[Experience Points]] to remove progress made towards increasing [[Character levels]]. In most
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  • ''Specific points in game worlds, or between levels, where players can save the game state.'' ...able to continue gameplay from that point at a late point in time. [[Save Points]] are location in game worlds or possibilities between levels where players
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  • Gameplay actions affect game states. [[Closure Points]] occur when the actions result in the game states being reduced, some part Note: ''This pattern describes closure points that can objectively be identifying through how they affect game states.''
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  • ...rds]] offered by them, but can provide other parts through being [[Closure Points]] also. ...ated to making players explore the possibilities of the game &mdash; but [[Goal Achievements]], [[Grind Achievements]], and [[Handicap Achievements]] add v
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  • ...r Scrolls series]] shows another way through requiring a certain number of points in [[Skills]] to have been gained. Third, and perhaps most complex, what ef The presence of some other patterns make them potential interact points with [[Character Levels]]. For example, games with [[Death Consequences]] c
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  • ...automatically. [[Achievements]], [[Alignment]] and [[Connection]] goals, [[Goal Achievements]], and [[Increasing Rewards]] may not explicitly present thems ...e typically are related to goals [[Progress Indicators]] thereby work as [[Goal Indicators]]. As such they can help players have a [[Determinable Chance to
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  • ...it can be difficult to keep track of how close to reaching them one is. [[Goal Indicators]] help players with this through providing information about the ...s in the game are indicated with floating arrows which point out where the goal objects are located. The nature of these goals are revealed to players in c
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  • ...which signify game state changes directly related to the progress of some goal.'' ...[[Check Points]] act as places which indicate having reach such points, or points along the way.
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  • ..., people try to affect a game state through gameplay actions to reach some goal. Players have [[Unwinnable Game States]] when there exists goals which lets ...o be seen as pointless at best in games which one tries to win, and [[Save Points]] can create these if not explicitly design to avoid them.
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  • [[Category:Goal Patterns]] ''The goal of surrounding game elements by a continuous line or wall of other game ele
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  • [[Category:Goal Patterns]] ...goals are [[Committed Goals]]. Another type of [[Committed Goals|Committed Goal]] occurs when players have to choose between a number of goals to try and c
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  • [[Category:Goal Patterns]] Goals in games are defined by what goal states players need to achieve. However, some goals require this state (whi
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  • [[Category:Goal Patterns]] ...irements can change. Goals with changing requirements are called [[Dynamic Goal Characteristics]].
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  • [[Category:Goal Patterns]] ...yers be provided with goals during gameplay as they progress through the [[Goal Hierarchies]].
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  • [[Category:Goal Patterns]] ...the [[Final Fantasy series]] provide many [[Quests]] that give experience points and objects when they are fulfilled but they are not necessary to solve to
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  • [[Category:Goal Patterns]] ...e all the time but only need to complete some of them to complete a larger goal.
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  • [[Category:Goal Patterns]] ...opponent's pieces can be seen as [[Supporting Goals]] for the higher level goal of checkmating the king. They are not necessary to achieve the checkmate bu
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  • [[Category:Goal Patterns]] ...the end credits of the game. While [[Fallout 3]] as the [[Main Goals|Main Goal]] of dealing with a damaged water purifier as completing this leads to endi
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  • [[Category:Goal Patterns]] ''The goal to gain the ownership of a game element.''
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  • [[Category:Goal Patterns]] ''The goal of achieving a set of several other goals.''
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  • [[Goal Hierarchies]], ==== with [[Resource Generators]] or [[Spawn Points]] ====
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  • [[Category:Goal Patterns]] ''The goal of moving a certain game element to another specified game element or place
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  • [[Category:Goal Patterns]] [[Closure Points]],
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