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  • [[Money]] (duh; not only for bidding, maintainance, but also as budgeted action poi ...Transformation Flow]] (from Johanna and Steven's master thesis; money in, money out) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|t
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...players' levels of skill or knowledge. The achievement ''Got My Mind On My Money'' exists in many levels for acquiring gold (given when players pass 5000, 1
    13 KB (1,922 words) - 08:07, 4 August 2022
  • ...ances. This allow players entry points often into the meta game of winning money and the players are also free to leave at the end of each game instance.
    13 KB (1,995 words) - 08:24, 8 August 2015
  • ...either repeatedly succeeding with smaller goals (e.g. ''Got My Mind On My Money'', ''Honorable Kills'', and ''Stable Keeper'') or for collecting sets of [[
    18 KB (2,669 words) - 08:02, 4 August 2022
  • ...n]]. However it can also be based on risking to lose real world objects or money, which can happen in [[Marble Games]], some variants of [[Magic: the Gather
    24 KB (3,511 words) - 09:04, 21 September 2016
  • ...that increase the value of the city increase its income, and in this sense money is a [[Renewable Resource]] in the game. Money can also be acquired by stealing from NPCs on bumping into, but this of cou
    8 KB (1,202 words) - 10:03, 13 May 2022
  • ...in's Creed II]] of the [[Assassin's Creed series]] keeps track of how much money the player has both stolen and spent on certain expenses to be able to awar
    6 KB (838 words) - 10:41, 6 July 2016
  • ...r types of [[Privileged Abilities]] are possible, e.g. handling the bank's money in [[Monopoly]] or being temporary judges. [[Game Masters]] of [[Roleplayin
    14 KB (2,080 words) - 19:27, 31 July 2015
  • ...ls - players can immediately fulfill them by paying for it with real world money.
    39 KB (5,769 words) - 08:28, 27 August 2021
  • ...have acquired through trading. When people play [[Poker]] using their own money to place bets this can also be seen as an example of [[Heterogeneous Game E
    9 KB (1,314 words) - 12:20, 25 April 2018
  • Enchanting items is a way to [[Converters|Convert]] money into [[Improved Abilities]] but with a certain [[Risk/Reward]] associated, ...experience points, [[Spawning]] at the start of the level and only losing money, or [[Spawning]] at the town without losing anything.
    5 KB (767 words) - 08:33, 3 September 2016
  • ...g the games properly unless the added tension of being able to win or loss money is present. ...aiti 2009 made it possible to buy the in-game items 'sweet seeds' for real money, and half the profit from these were given to charities.<ref name="vator.tv
    14 KB (2,108 words) - 10:09, 4 April 2018
  • ...to other characters, and thereby uncover the possible game strategy to win money from Ed.
    7 KB (959 words) - 14:31, 12 January 2018
  • ...le through gameplay actions or only appearing to be loyal (e.g. embezzling money for personal gain but still supporting one's patrons in all other ways).
    9 KB (1,383 words) - 12:04, 4 August 2015
  • The experience points and money given as rewards in [[Ravenwood Fair]] and [[Zombie Lane]] are ''optional''
    8 KB (1,216 words) - 20:41, 5 July 2015
  • ...rs being able to trade characters and items with each other for real world money. ...ples of games with [[Purchasable Game Advantages]] because those with more money can buy more or better game elements.
    6 KB (908 words) - 07:59, 8 August 2015
  • ...t influence the main game except through rewards that change the amount of money the player has in the game.
    11 KB (1,579 words) - 23:27, 17 March 2018
  • <ref name="robertson">Robertson, M. '' Stop Wasting My Time and Your Money: Why Your Game Doesn’t Need a Story to be a Hit'' [http://lookspring.co.u
    6 KB (931 words) - 06:55, 3 August 2015
  • Typical types of [[Loot]] include [[Resources]], e.g. [[Ammunition]], money, or energy, and [[Game Items]], e.g [[Armor]], [[Equipment]], [[Tools]], an
    7 KB (935 words) - 08:34, 3 September 2016
  • .... Reasons for doing this include letting players have chances of earning [[Money]] through participating in [[Betting]] games (this is found for example in
    8 KB (1,083 words) - 10:15, 1 December 2022
  • ...onopoly]] can be seen as [[Abstract Player Constructs]], consisting of the money and land deeds players have (and the latter may or may not be mortgaged). G ...ayer Constructs]] include [[Characteristics]] such as [[Attributes]] (e.g. money and manpower), [[Privileged Abilities]], [[Resources]], [[Technologies]], a
    10 KB (1,365 words) - 08:25, 27 August 2021
  • ...weapons, ammunition, and health packs, and "abstract ones", e.g. units of money, energy, and experience.
    7 KB (1,010 words) - 08:20, 3 August 2022
  • ...kens]]. This may be to handle [[Resources]] such as [[Extra Chances]] or [[Money]], to keep track of [[Attributes]] and [[Skills]] including when players re ...emorizing]] them, e.g. by being [[Resources]] such as [[Extra Chances]], [[Money]], and [[Victory Points]] or letting player commit their [[Action Programmi
    6 KB (895 words) - 09:34, 8 October 2014
  • The [[Elder Scrolls series]] have explicit [[Arenas]] where players can earn money by fighting monsters or non-player characters in duels. This is also possib
    4 KB (633 words) - 13:33, 21 July 2016
  • ...s this as it at one point strips players of their equipment and the ''Dead Money'' [[Expansions|Expansion]] to [[Fallout: New Vegas]] does it through tempor
    11 KB (1,515 words) - 16:27, 30 July 2016
  • ...introducing it consists of what [[Resources|Resource]] to add, although [[Money]] may be the most natural unless the actions already have some other [[Reso [[Money]],
    3 KB (395 words) - 11:15, 4 August 2011
  • ...ters]] die. Reducing [[Character Levels]], [[Experience Points]], and/or [[Money]] for players is also common, but may be more difficult to explain diegetic [[Money]],
    7 KB (961 words) - 09:45, 4 April 2018
  • ...experience points, [[Spawning]] at the start of the level and only losing money, or [[Spawning]] at the town without losing anything.
    10 KB (1,398 words) - 09:21, 21 September 2016
  • ...acks can be encouraged by giving additional explicit [[Rewards]] (e.g. the money gained by conquering cities in [[Civilization (video game) series|Civilizat
    10 KB (1,524 words) - 08:42, 3 September 2016
  • ...discarded at the end of each era with the exception of cards discarded for money. The card are then permanently out of gameplay, except that the player cont
    7 KB (1,038 words) - 12:04, 20 March 2018
  • ...s]] not only as storages of possible actions for players but also as their money resource. Players draw new [[Hands]] for each turn in [[RoboRally]], [[Domi ...[Hands]]. [[Race for the Galaxy]] uses [[Cards]] in [[Hands]] to represent Money besides possible actions, making the sizes of [[Hands]] in this game vary w
    8 KB (1,142 words) - 12:04, 20 March 2018
  • ...ve [[Drafting Spreads]] but here taking "later" cards in these games costs money. ...his through requiring [[Money]] to be spent (and in [[Small World]] this [[Money]] is placed on the skipped races and can be collected in later drafts) whil
    4 KB (655 words) - 12:05, 20 March 2018
  • ...s typically tied to being able to finish constructions and players can pay money to do this instead of having to get the help from a certain amount of frien
    5 KB (673 words) - 09:21, 12 August 2015
  • ...series]], provide [[Increasing Rewards]] in the form of larger amounts of money and more powerful magic items the further along players get into the games
    4 KB (563 words) - 10:31, 30 July 2014
  • ...e pieces in [[Chess]] are [[Resources]] since they allow actions, and both money and properties in [[Monopoly]] allow players to perform certain actions in ...age]] one can take can alternative be seen as a [[Resources|Resource]]), [[Money]], [[Territories]], and [[Units]]. [[Pick-Ups]] can either be true [[Resour
    19 KB (2,668 words) - 13:27, 1 April 2022
  • ...during a round. This ''bank'' player can under rare circumstance make more money than the other players and thereby win. Player of [[Genesis]] controls ange
    4 KB (659 words) - 14:40, 21 January 2015
  • ...ces]] when one does not have to use any other [[Resources]] to receive the money. ...choices and actions; [[Income]] is for example one way of regulating how [[Money]] can work as a [[Regenerating Resources|Regenerating Resource]]. [[Lives]]
    8 KB (1,060 words) - 13:23, 1 April 2022
  • ...ame Consequences]] through [[Gambling]], i.e. through requiring payment in money to play and offering payment back as [[Rewards]].
    13 KB (1,881 words) - 09:25, 8 March 2023
  • ...to begin with, but other measures commonly used are most resources or most money.
    5 KB (698 words) - 11:08, 26 August 2021
  • ...les of [[Unsynchronized Game Sessions]]. However, the meta game of winning money in [[:Category:Gambling Games|Gambling Games]] such as [[Roulette]] and [[P
    4 KB (503 words) - 19:44, 2 July 2015
  • Money
    3 KB (385 words) - 13:41, 26 January 2015
  • ...er very common type of [[Rewards]] the combination of [[Game Items]] and [[Money]] in the form of [[Loot]]; improvements of [[Game Items]] is another form o [[Money]],
    11 KB (1,541 words) - 14:32, 17 March 2018
  • ...but also various disabling effects as well as potential loss of equipment, money, and experience points. Further, [[Penalties]] can take the form of failing
    10 KB (1,349 words) - 23:25, 17 March 2018
  • ...rds]]. Typical examples of [[Sustenance Rewards]] are [[Ammunition]] and [[Money]], which is not too surprising since they both are [[Resources]] that playe [[Money]],
    3 KB (513 words) - 15:12, 19 August 2015
  • ...[Weapons]], are also very common. Letting players get [[Ammunition]] and [[Money]] can either be seen as a [[Facilitating Rewards|Facilitating Reward]] or a [[Money]],
    4 KB (546 words) - 14:35, 17 March 2018
  • ...Non-Localized Resources]] include [[Ammunition]], [[Health]], [[Lives]], [[Money]], and [[Scores]]. While [[Pick-Ups]] may provide [[Resources]] they typica [[Money]],
    2 KB (338 words) - 07:25, 6 September 2015
  • ...tages]] can likewise do so by replacing a need for skill with endurance or money. [[Backtracking Levels]] lessens the value of having reached the turnaround
    13 KB (1,923 words) - 13:12, 1 April 2022
  • ...e Feedback Loops]] in that players that have a lead in number of pieces or money (respectively) tend to expand that lead more and more until they have won t
    5 KB (750 words) - 08:21, 16 September 2016
  • ...s that have unlocked the possibility of enchanting ability cards can spend money to do so. Mechanically, this is handled by players placing stickers on card
    4 KB (538 words) - 12:11, 21 March 2018
  • ...[[Poker]], and [[Roulette]]. While these typically make use of real-world money as the resource being betted, other games, e.g., [[Liar's Dice]], show that
    10 KB (1,429 words) - 12:27, 25 August 2021
  • ...hough dangerous, is often sought for by all players since the ownership of money is the prerequisite for winning the game.
    5 KB (719 words) - 08:42, 23 February 2023