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  • === Quick Links === We take a bunch of games known for innovation, published after 2004 (publication of the original GDP
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  • ...Games]], and [http://www.giantbomb.com/menus-dont-pause-gameplay/3015-7485/games/ this] and [http://www.giantbomb.com/no-game-pause/3015-1578/ this]) [[Quick Games]]
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  • Real-time games require players to act due to events that occur in the game. When these req Early sports games such as [[Olympic Decathlon]] or [[Summer Games]] primarily stimulated [[:Category:Sports|Sports]] by requiring players to
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  • Many casino games, e.g. [[Roulette]] or [[Blackjack]], consist of many quite quick game instances. This allow players entry points often into the meta game of ...e Wars]], and the [[Team Fortress series]] as well as in real-time tactics games such as [[World in Conflict]].
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  • Many games put limits on how long players can plan or perform certain actions while ot In the racing games [[Sega Rally]] and [[Out Run]] gamers have a certain number of seconds to r
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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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  • Games may make players feel stress or apprehension, but this is typically less or ...n easily create [[Tension]] in games, and is often augmented through these games having dark and claustrophobic environments.
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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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  • [[Category:Games]] [[Category:Action Games]]
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  • ...d or the environment is known. To avoid this, game designers can provide [[Quick Returns]] that allow the players to quickly get back to specific areas they ...rful Events]] described through [[Cutscenes]]. Another option is to make [[Quick Returns]] be [[New Abilities|New]] and [[Privileged Abilities]] (and [[Priv
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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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  • While most levels in games require players to move from their initial starting point to the end point ...s a way to make more use of [[Transport Routes]] and thereby [[Levels]] in games. By making players have in effect two [[Traverse]] goals instead of one it
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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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  • ...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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  • ''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:Computer Games]]
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  • ...n to challenges and surprises, moving back and forth can become tedious. [[Quick Travel]] solves this by providing various ways of letting players instantan ...Scrolls series]] but [[The Elder Scrolls III: Morrowind|Morrowind]] have [[Quick Travel]] options to already visited areas through the map of the game world
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  • ...humans, and for this reason it is perhaps not too surprising that computer games often have a system to support this communication form. However, for a game ...tween characters in the game worlds. Later graphical [[:Category:Adventure Games|Adventure]], such as [[Grim Fandango]], [[Maniac Mansion]], and [[The Dig]]
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  • ...at games should be separate from the real world so that effects of playing games should be trivial or at least less serious than performing an action which ...usionary resources, it is typically not considered that one is playing the games properly unless the added tension of being able to win or loss money is pre
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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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  • 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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  • ...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 Games that require players to collect resources for later use, e.g. [[Minecraft]]
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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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  • ''The effects of actions and events in games do not occur directly after the actions or events have started.'' ...em [[Extended Actions]]. Others ways to introduce [[Delayed Effects]] into games include [[Action Programming]], [[Betting]], [[Ultra-Powerful Events]], [[I
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  • ''Goals within games with rewards associated to their completion.'' ...he game and some which are optional. This also goes for action roleplaying games such as [[Torchlight]].
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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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  • 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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  • Games which consist of exploring dungeons, e.g. [[Dungeons & Dragons]], [[NetHack [[:Category:Platform Games|Platform games]] such as [[Super Mario Sunshine]] and [[The Legend of Zelda: The Wind Wake
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  • ...stacles]] are locked doors that require keys of various kinds. Examples of games that have this include [[The Legend of Zelda series]], the [[Doom series]], ...ar side of them, the [[Conditional Passageways]] provide a way to create [[Quick Returns]].
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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 ...Sets]] (typically only in [[Levels]]), to end [[Levels]], or to initiate [[Quick Travel]]. [[Alarms]] can simply be [[Switches]] activated by [[Agents]] whe
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  • [[:Category:FPS Games|First-person shooters]], such as the [[Doom series|Doom]] or [[Quake series ...opening [[Conditional Passageways]], finishing [[Levels]], or initiating [[Quick Travel]]. [[Switches]] may also affect [[Environmental Effects]] if their g
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  • One way of making it more interesting to do the same activity many times in games is to create a specific reward for this. [[Repeat Combos]] is one way of do ...(for backstabbing 3 enemies within 10 seconds), the engineer achievement ''Quick Draw'' (for killing a spy and two sappers within 10 seconds), the demo achi
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  • ...able positions as well as control or explore game areas. In computer-based games it can give players feelings of speed and vertigo. The early computer-based games [[Spacewar!]] and [[Asteroids]] both allow players to move spaceships by ro
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  • Many games include moving game elements as part of gameplay, but many of these have di ...[[Privileged Movement]] found in [[:Category:Roleplaying Games|Roleplaying Games]] such as [[Dungeons & Dragons]] or [[GURPS]]. The [[Fallout series]] and [
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  • ...y in both horizontal and vertical position on the gameplay area. For those games that loop back to the first level at some point (instead of generating new ...n be explicitly design for by using [[The Show Must Go On]] in [[Real-Time Games]] to force [[Movement]] of players' [[Avatars]] (technically it may be the
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  • Storytelling can be difficult to use in games since the telling can come in conflict with the possibility for players to ...The [[Uncharted series]] has shown that it can effectively be used also in games played through third-person views.
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  • In games with game world it takes significant effort technically or in providing con The [[:Category:Computer-based Roleplaying Games|Roleplaying Games]] that make up the [[Elder Scrolls series|Elder Scrolls]] and [[Fallout ser
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  • Some games let players alternate between self-propelled movement and using vehicles. [ ...ical takeoffs and landing aircraft. [[Halo: Combat Evolved]] and the other games in the [[Halo series]] have several areas designed to using the ''Warthog''
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  • [[:Category:Fighting Games|Fighting Games]] such as the [[Street Fighter series|Street Fighter]] or [[Tekken series]] ...s]] players of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]] or [[Fiasco]] have. This since while there
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  • Many games have different sets of actions possible for different players. The actions ...[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]], e.g. [[World of Warcraft]].
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  • ...ed playing. These [[New Abilities]] often give players more freedom in the games and allow them to be more empowered as gameplay continues. [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]] make use of character levels and when play
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  • Many games let players or the system take aggressive actions or cause negative effects ...ayer Killing|Player Killings]] since all being that can be killed in these games are played by humans (the rare exception are mechatronic monsters such as t
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  • ''Passageways in games that can only be moved through if certain conditions are met.'' Many games have areas that players cannot access before fulfilling certain objectives
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  • ''Polyathlons are games or tournaments consisting of several different challenges where each challe One way to vary gameplay in both individual games and tournaments is to make them consist of several different events with di
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  • [[Category:Games]] [[Category:Card Games]]
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  • [[Category:Games]] [[Category:Card Games]]
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  • ...players have moved their game elements into the proximity of these areas. Games created in this fashion give players the goal of uncovering unknown areas t ...'This pattern is rather wide in scope, ranging both from specific goals in games to a substantial phase of gameplay during game instances.''
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  • ...ting lost or losing time. Text-based [[:Category:Adventure Games|Adventure Games]] such as the [[Zork series]] can made navigation difficult by having non-s ...d [[Fallout series]] would make [[Game World Navigation]] difficult if the games did not include various navigational aids such as compasses and maps.
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  • ...apparent what actions one should try to perform to overcome challenges in games. This may be because players do not have all the game elements or informati ...requiring [[Puzzle Solving]] and are in fact more often called puzzles and games.
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  • Many games have gameplay areas representing fictional worlds, and it is not surprising ...e it can then be transform into another piece. [[:Category:Pool Games|Pool Games]] such as [[Eight-ball]] and [[Snooker]] have goals related to potting ball
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  • ''Sequences of interface actions given by games that players need to perform at once.'' ...y. [[Quick Time Events]] are formalized versions of this in computer-based games where they provide a sequence of instructions, often accompanied by animati
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  • ...tions. Naturally, this can also be made into explicit design goals so that games are lost or penalties received for failing to be stealthy. Some [[:Category:Children's Games|Childrens' Games]], e.g. [[Burken]], are based on one person trying to find the other player
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  • Many games have dangers that need to be avoided. [[Evade]] is the goal to try and avoi [[Go]] gives an example of a turn-based [[:Category:Board Games|Board Game]] in which [[Evade]] occurs. When playing this game, players may
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  • Games often make players want to communicate with each other. While players can i [[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]] such as [[BatMUD]], [[Eve Online]], [[Kingdoms]], and [[World of Warcraft
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  • Games can provide both mental and physical challenges to players. Those that do t ...the mimicking activities in physically demanding ones. Games that require quick eye-hand coordination, e.g. [[Counter-Strike]] or the [[Tekken series]], al
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  • ''Games where the perceivable game state becomes less and less mutable as gameplay In some games, effects of the actions players do cannot be undone. When these effects com
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  • Some games divide gameplay into several different sequences differentiate by where and ...is]] are examples of more modern [[:Category:Roleplaying Games|Roleplaying Games]] which explores alternative power structures by letting players, rather th
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  • [[Category:Adventure Games]] [[Category:Computer Games]]
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  • Many games present players with a game world in which the gameplay takes place. [[Non- ...-Diegetic Features]]. The display of players' names above their avatars in games such as [[Counter-Strike]] and [[World of Warcraft]] are other examples. As
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  • ''Numerical values used in games to determine winners.'' ...he game (which can include having people tied in how well they succeeded). Games that do this through providing each player or team with a numerical value u
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  • Most games are design to end at some point, and some are designed to make some players ...Over]] when they run out of lives. However, in original [[:Category:Arcade Games|Arcade]] version it was possible to pay for more lives. [[Gauntlet]] is a l
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  • Many computer games allow players to save their game state. This can let them divide game insta ...ironman modes" in which the [[Save-Load Cycles]] are forbidden to make the games more challenging.
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  • Some games have distinct phases in their gameplay. [[Extermination]] is the one where ...ther players is only one of several end strategy one can have to win those games.
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  • Many games allow players to get access to resources and abilities. Players are in [[Ex ...Civilization (video game) series|Civilization series]] are all examples of games that have [[Exploitation]] phases.
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  • In some games players can gain control of parts of the game worlds. Those games where a part of game instances typically focus upon this activity are said Note: ''The pattern dealing with additional content to games is the similarly named ''[[Expansions]]''.''
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  • Games with game worlds typically have several areas where interesting gameplay ca ...ard's Apprentice]] is an experimental [[:Category:Computer-Augmented Board Games|Computer-Augmented Board Game]] with the same design structure.
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  • ''Things received in games which are perceived as positive.'' Practically all [[:Category:Games|Games]] provide some type of [[Rewards|Reward]], be it that they are winnable, th
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  • ...ritize their efforts on other things; they are typically also applied to [[Quick Time Events]] but in this case players are forced to try and complete some ...s or speed up [[Enemies]] (this is more problematic to do in [[Multiplayer Games]] since manipulating game time is likely to affect everyone). [[Penalties]]
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  • Players often have to repeat challenges in games until they succeed with them. However, failing some challenges can not only ...These types of penalties exist also in [[:Category:Computer Games|Computer Games]], e.g. failing to make jumps in either the [[Super Mario series]] or the [
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  • Most games put players in situation where they can clearly see that a future or ongoin ...e players, but this outcome can be changed by additional bids. Examples of games in which these can be found include [[Amun-Re]], [[Homesteaders]], and [[Po
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  • Games have game states that need to be updated during gameplay. This can feel lik ...and update it as necessary. For [[:Category:Roleplaying Games|Roleplaying Games]], the game masters also have the task of describing the game worlds and th
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  • ...ctate what actions are possible. Even so, players can experience that some games allow for quite different gameplay experiences and choices while others don ...Fluxx series]] can change the rules controlling how players can act in the games. While the possibility space of rules is fixed in these, [[Nomic]] allows e
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  • Some events in games cannot be affected by players. Some of these are parts of the game environm ...he [[Dead Rising series]], and the [[Tomb Raider series]], are examples of games with [[Ultra-Powerful Events]] since players cannot affect the game while t
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  • ...While this screen may contain everything needs to relatively uncomplicated games in terms of game elements and possible actions, others need to let players [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] make heavy use of [[Secondary Interface Screens]]. Examples include the [
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  • One of the typical design elements of games is goals. These provide players with motivation to perform various possible ...game and adding other goals outside the game (and thereby creating [[Meta Games]]). Support for [[Speedruns]] can be used in the same way. More implicitly,
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  • ...e other players (and reveals of cards in some variants). Further, in these games the relation between bets and rewards depends upon all players actions. ...s make it further difficult to avoid the possibility of [[Betting]] [[Meta Games]], and the participants of the [[Betting]] do not need to be the participan
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  • Games offer goals for players to try and reach, and many games provide many goals. One way of organizing these goals is to make additional [[Collections]] exist in many if not most games. In [[Lotto]], a [[Collections|Collection]] is completed by getting matchin
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