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  • [[Risk/Reward]] (dynamic) [[Popup Screens]] (duh; fix link from note in [[Reward Widgets]]) --[[User:Staffan Björk|Staffan Björk]] 19:02, 7 May 2011 (CEST
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...rt players' can put into that specific type of activity game designers can reward players with [[Grind Achievements]]. These achievements differ from most ot ...e enchanted to get the achievement (in fact, the game design mitigates the risk by having another achievement build on these failures since ''The Need for
    13 KB (1,922 words) - 08:07, 4 August 2022
  • ...they support [[Encouraged Return Visits]], they force players into [[Risk/Reward]] calculations on how long they can stay away from the game. ...] that are also [[Extended Actions]] may require players to perform [[Risk/Reward]] choices on how much [[Attention Swapping]] is necessary to ensure complet
    6 KB (888 words) - 10:03, 16 March 2018
  • ...ard]] structure so that the greater challenge provides a greater [[Rewards|Reward]] even if this is only seen in [[Public Player Statistics]] such as separat ...ainty]]. Regardless, this allows players to feel [[Tension]] as there is a risk that they may fail, while at the same time offering [[Empowerment]] if they
    23 KB (3,355 words) - 16:03, 3 October 2016
  • ...of these can be said to be one of the players' 'lives' and they are all at risk in parallel, these can be called [[Parallel Lives]]. ...[Risk/Reward]] calculations on which game elements to protect and which to risk. The pattern often requires the players to perform [[Attention Swapping]],
    4 KB (699 words) - 22:40, 2 August 2011
  • ...des can affect the [[Avatars]] negatively, they all have associated [[Risk/Reward]] components. Through the possibility of choosing different weapons, player ...ssible items, the Hard Rain campaign turns picking things up into a [[Risk/Reward]] situation since the item taken early in the campaign might have been more
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  • ...certain period of time, is not able to check the surroundings freely, and risk being killed. ...eason for adding [[Extended Actions]] to a game is typically to add [[Risk/Reward]] or [[Tension]] to a game but can also be a way to limit [[Freedom of Choi
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  • ...game but have the possibility of [[Betrayal]] to gain the whole [[Rewards|Reward]] for themselves. ...ity to betray gives them a form of [[Player Decided Results]] and a [[Risk/Reward]] choice, maybe requiring [[Roleplaying]] if the [[Betrayal]] takes some ti
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  • ...they may still have a [[Determinable Chance to Succeed]] and make a [[Risk/Reward]] choice that does not depend on any skill they have, and thereby reduces p ...ons to gain [[Strategic Knowledge]] that can be used to make better [[Risk/Reward]] choices. In the case of [[Cards]], players may also do [[Memorizing]] of
    21 KB (2,978 words) - 08:57, 15 March 2023
  • ...s players to have [[Game Element Insertion]] at their leisure but with the risk of changing a gaming activity into one of free play. Another, more powerful ...players a [[Freedom of Choice]] but since there is typically also a [[Risk/Reward]] to this (either if the wrong game element was chosen or if the use of [[R
    11 KB (1,688 words) - 11:19, 6 April 2018
  • ...an [[Uncertainty of Outcome]], but this can be strengthened through [[Risk/Reward]] choices, the possibility to feel [[Luck]] and [[Leaps of Faith]]. [[End S ...on to locations of a game, but while in the former case this is due to the risk of [[Enemies]] being prepared to attack as soon as one spawns in the latter
    24 KB (3,511 words) - 09:04, 21 September 2016
  • ...-Fixed Abilities]] (e.g. in [[Snakes & Ladders]] and [[Monopoly]]). [[Risk/Reward]] situations is also a general way of supporting [[Luck]] since players can ...players the unlikely but positive outcomes. This however introduces [[Risk/Reward]] choices for the [[Game Masters]] since if players notice the cheating the
    9 KB (1,303 words) - 12:58, 9 April 2018
  • ...used also in games that can be won, in [[Unwinnable Games]] there is less risk of players misusing their influence.
    22 KB (3,278 words) - 09:10, 21 September 2016
  • The use of [[Mules]] can become a [[Risk/Reward]] tradeoff if there is a chance of having critical failures of the actions [[Proxy Players]], [[Risk/Reward]],
    6 KB (836 words) - 21:16, 4 July 2015
  • Players having [[FUBAR Enjoyment]] may have difficulties considering [[Risk/Reward]] situations since they are preoccupied with immediate problems. [[Risk/Reward]]
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  • ...sed to provide [[Privileged Abilities]], either as an additional [[Rewards|Reward]] or as a way to provide [[Orthogonal Differentiation]] - the latter especi ...ts]], [[Combos]] can easily occur from these as well due to the cumulative risk of unexpected effects in the design.
    12 KB (1,784 words) - 13:03, 6 September 2016
  • ...ctions similarly, indicating to players how visible they are, and thus the risk they are in of being detected by guards. ...cators]] may also help provide [[Smooth Learning Curves]] and judge [[Risk/Reward]] situations for goals such as [[Capture]]. However, [[Scores|Score]] value
    12 KB (1,684 words) - 12:04, 17 July 2016
  • ...but making actions have [[Cooldown]] periods is also possible. Any [[Risk/Reward]] choices or choices that require [[Trade-Offs]] also promote [[Stimulated [[Replayability]], [[Risk/Reward]],
    19 KB (2,749 words) - 08:30, 27 August 2021
  • ...elayed Effects]], and [[Development Time]] are all also examples of [[Risk/Reward]] or [[Trade-Offs]] that need [[Tactical Planning]], as is the threats of [ [[Risk/Reward]],
    11 KB (1,519 words) - 07:40, 27 August 2021
  • ...interesting [[Freedom of Choice]] if there are not different [[Risk/Reward|Risk/Rewards]] associated to them. The game [[No Thanks!]] shows this in having ...of [[Social Dilemmas]] and forcing them to make [[Trade-Offs]] and [[Risk/Reward]] choices. This occurs when all choices have some negative effects associat
    39 KB (5,769 words) - 08:28, 27 August 2021
  • ...g to them game, this forces players to make [[Trade-Offs]] based on [[Risk/Reward]] calculations between which game elements to use. The pattern is also like [[Risk/Reward]],
    9 KB (1,314 words) - 12:20, 25 April 2018
  • ...uman players and [[AI Players]] switch control of who is playing, but this risk affecting [[Player Balance]], and [[Value of Effort]] negatively, and may l ...[[Multiplayer Games]] with [[Predetermined Story Structures]] there lies a risk of some players' [[Value of Effort]] regarding how the narration progresses
    30 KB (4,181 words) - 13:39, 1 April 2022
  • ...ies]]. Although this saves players from [[Excise]], it is a form of [[Risk/Reward]] choice since the pet while for a while no longer help in [[Combat]]. ...ters|Convert]] money into [[Improved Abilities]] but with a certain [[Risk/Reward]] associated, since there is a small chance (that grows with each previous
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  • ...Asynchronous Collaborative Actions]]. These are often combined with [[Risk/Reward]], [[Imperfect Information]], and [[Delayed Effects]] to add [[Tension]] by ...Penalty]] than if they cooperated and this makes the choice one of [[Risk/Reward]]. The original Prisoners' Dilemma did not allow communication between the
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  • [[Actions Have Diegetically Social Consequences]] often provided [[Risk/Reward]] situations for players since there might be [[Rewards]] associated with b [[Risk/Reward]],
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  • ...[[Irreversible Events]], these types of actions have an associated [[Risk/Reward]] and may require [[Leaps of Faith]] if the consequences of the actions hav [[Risk/Reward]],
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  • ...Abilities]] or [[Improved Abilities]] is common as this type of [[Rewards|Reward]], either in the form of training or through purchasable [[Tools]]. Other p ...individual. Many times making the joining of a [[Faction]] is a [[Rewards|Reward]] in that it can provide access to information, training, and trading of sp
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  • ...persuading these [[NPCs]] to decide on one goal can be a player [[Rewards|Reward]] that opens up for [[Alliances]] and progress [[Predetermined Story Struct ...commonly used to create [[Internal Conflicts]], there is usually a [[Risk/Reward]] associated with the pattern. This also brings with it the likely presence
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  • ...[Eliminate]] goals but making it into a [[Trade-Offs|Trade-Off]] or [[Risk/Reward]] choice. [[Diegetic Social Norms]] can also be used to diegetically motiva ...ith other humans, the gain of [[Game-Based Social Statuses]] can be a meta reward. For penalties, [[Game Element Removal]] of [[Characters]] is one possibili
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  • ...osing Goals]] to the player himself or herself. This either creates [[Risk/Reward]] situations in that the player need to choose between different actions th ...incompatibility of the goals through [[Stealth]], this instantiates [[Risk/Reward]] in addition. If the actions involved can lead to the consequences of beco
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  • ...]. The latter can introduce [[Tension]] to the activity and require [[Risk/Reward]] choices between shooting now or waiting for a possible better situation t [[Risk/Reward]],
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  • ...w them to feel [[Anticipation]]. This can change how they calculate [[Risk/Reward]] situations and [[Misfortune Mitigation]], but success in this activities [[Risk/Reward]]
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  • ...]], [[Geospatial Game Widgets]] (including [[Check Points]], [[Ghosts]], [[Reward Widgets]]), and [[Tooltips]]. [[HUD Interfaces]] may be necessary to avoid ...egetic Communication]]: these may disrupt [[Diegetic Consistency]] but the risk of this may be mitigated by [[Game Masters]] or by introducing [[Communicat
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  • ...ers can free them from. While both these ways include an element of [[Risk/Reward]] due to the possibility of a future [[Betrayal]], [[Free Gift Inventories] ...anteed it makes [[Betrayal]] possible, and requires players to make [[Risk/Reward]] considerations before making [[Leaps of Faith]]. [[Delayed Reciprocity]]
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  • ...tionship between the effort put into an action and its potential reward or risk.'' ...choices is to not make several identical [[Investments]] using arithmetic reward schemes possible at the same time by imposing [[Time Limits]] between such
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  • ...so provide players with the information they get in relation to the [[Risk/Reward]], they also heavily can influence players' possibility to have a [[Determi [[Risk/Reward]],
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  • ...on]] in [[Stratego]], this makes capturing there have an element of [[Risk/Reward]]. ...hese related to each other depends primarily on their individual [[Rewards|Reward]] structures and on players' tactics. However, since [[Units]] can typicall
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  • ...Be a Millionaire?]], since this makes the [[Non-Player Help]] have [[Risk/Reward]] qualities. ...rs' [[Private Game Spaces]], and where the action can be its own [[Rewards|Reward]] requiring no further gameplay. This is one way players intentionally can
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  • ...iscouraging them for this reason, or at least associating them with [[Risk/Reward]], can be done by requiring players to use some resource (making the action ...s some form of [[Investment]] they are a [[Risk/Reward]] action due to the risk of not being return, something that is likely to be felt as [[Betrayal]].
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  • ...rn Visits]]. These may be [[Interruptible Actions]] but this adds a [[Risk/Reward]] component to departing the game - in fact, [[Encouraged Return Visits]] c [[Risk/Reward]]
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  • ...the combined rewards of two lesser investments are always smaller than the reward of the larger investment using the same amount of resources. Factors less t The point reward in [[Tetris]] for removing more than one row at once increases in a geometr
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  • ...sing the various installments in the [[Sims series]]). Although the [[Risk/Reward]] of building something that may be destroyed can be desired by the designe ...h [[Damage]], these [[Investments]] provide an even higher level of [[Risk/Reward]] than only having invested wrongly. With enough possible permutations in w
    17 KB (2,423 words) - 11:14, 21 March 2018
  • ...[Stimulated Planning]] of how to use these. [[Turnovers]] can add a [[Risk/Reward]] factor to this or be used on its own. For individual actions, the use of
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  • When combine with [[Interruptible Actions]], they require [[Risk/Reward]] considerations to start and present [[Time Limits]] to those that wish to [[Risk/Reward]],
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  • ...ts]]. [[Delayed Effects]] that can be interrupted also give rise to [[Risk/Reward]] situations. [[Risk/Reward]],
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  • Many games put players' game elements are risk. To allow players rest these risks, games can be design so that some parts ...players respite after having being killed and respawned - eliminating the risk of being killed immediately after having been being brought back into the g
    8 KB (1,191 words) - 13:31, 26 March 2018
  • ...her contexts due to the diegetic social context. Another type of [[Rewards|Reward]] is to let players prove their [[Loyalty]]. While [[Quests]] may automatic ...oals]]), and thereby making the choice of accepting [[Quests]] into [[Risk/Reward]] considerations. Two other case, more specialized and both examples of [[O
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  • ...[[Extended Actions]], they provide additional [[Tension]] and evoke [[Risk/Reward]] considerations. [[Risk/Reward]]
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  • ...spatial Game Widgets]] (shown for example in [[Dead Space]]) to lessen the risk that players miss noticing their locations. In fact, given that [[Power-Ups ...vigate [[Game Worlds]] are also examples of [[Geospatial Game Widgets]]. [[Reward Widgets]] are [[Geospatial Game Widgets]] created by making [[Rewards]] loc
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  • ...ough themselves. Regardless, they can force players to consider the [[Risk/Reward]] relation of entering them since doing so is not automatically a bad optio [[Risk/Reward]],
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  • ...use them as well. A third option relate to adding [[Trade-Offs]] or [[Risk/Reward]] considerations by linked the use of [[Tools]] to the consumption of [[Res [[Risk/Reward]]
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  • ...omputer games. This may because they pose a threat, that block access to a reward, or simply because they are there but in all cases there needs to exist [[D ...ne player's [[Lives]] to a set of [[Destructible Objects]] that all are at risk simultaneously.
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  • ...ades]] can provide. When they cannot be removed, players need to do [[Risk/Reward]] choices if they should place a particular [[Upgrades|Upgrade]] in a parti [[Risk/Reward]]
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  • ...y taking over other players' [[Territories]]. All but [[Axis & Allies]], [[Risk]], and the [[Hearts of Iron series]] also support the colonization of "wild ...V]] and [[Greed Corp]]), or custom-shaped areas (e.g. [[Axis & Allies]], [[Risk]], and the [[Europa Universalis series]]). [[Go]] shows that the empty spac
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  • ...not actually hinder [[Movement]] but make passing through them into [[Risk/Reward]] considerations. [[Invisible Walls]] are also [[Obstacles]] but these may ...y Losses]], [[Decreased Abilities]], or [[Damage]] do instead raise [[Risk/Reward]] considerations. By having these effects, they naturally are [[Diegeticall
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  • ...eting some specific requirements that result in an [[Access Rewards|Access Reward]] (this requirement is most often completing a goal in the previous [[Level ...io Sunshine]], can remove the need for [[Cutscenes]] but run a far greater risk of breaking [[Thematic Consistency]].
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  • ...known in advantage - the decision to try and acquire one is one of [[Risk/Reward]]. [[Pick-Ups]] do often have high levels of [[Clickability]] if they need [[Risk/Reward]],
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  • ...of the correct values of goals. This consists mainly of knowing the [[Risk/Reward]] structures and [[Trade-Offs]] values between various [[Resources]], [[Rew ...wledge]] in games is through the use of [[Cutscenes]] since players cannot risk be distracted by gameplay while the information expressing the knowledge is
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  • ...what this chance is. This let players be able to make more informed [[Risk/Reward]] choices, which can provide [[Strategic Knowledge]] and support [[Cognitiv [[Risk/Reward]],
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  • ...pports [[Strategic Planning]] although this may need to incorporate [[Risk/Reward]] decisions. Given that [[Strategic Locations]] provide benefits in some wa [[Risk/Reward]],
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  • ...players can expose themselves to them as part of [[Trade-Offs]] or [[Risk/Reward]] choices. Another type of cause for [[Ability Losses]] is to create [[Cool ...can be balanced in itself and require players to consider both the [[Risk/Reward]] and the [[Trade-Offs]] associated with losing one [[Abilities|Ability]] t
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  • ...] to [[Ability Losses]] of another type, forcing players to perform [[Risk/Reward]] and [[Trade-Offs|Trade-Off]] choices. Another way to provide [[Balancing ...ileged Abilities]], receiving them is almost always considered a [[Rewards|Reward]] and can give players the feeling of [[Empowerment]]. This may give player
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  • ...for players between this and other actions, and may also require a [[Risk/Reward]] judgments if hostile actions are possible against them. [[Risk/Reward]],
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  • ...ll the king. Although not necessary to win, players of [[Diplomacy]] and [[Risk]] greatly increase their chances of doing so by eliminating other players. ...rnament series]] and [[Dungeons & Dragons]], but losing all [[Units]] in [[Risk]] shows that [[Player Killing]] does not need to be localized to specific [
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  • ...ther possibility, and gives players a [[Freedom of Choice]] to make [[Risk/Reward]] of where to spawn as well as take into consideration nearby [[Strategic L
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  • ...e areas around the flags for a certain period of time. Other games, e.g. [[Risk]] and [[Greed Corp]] give players [[Area Control]] simply by entering locat ...of having a [[Selectable Set of Goals]] which require players to do [[Risk/Reward]] choices or [[Trade-Offs]]. Maintaining [[Area Control]] is a [[Continuous
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  • ...attack in several different ways, and this is also typically offers [[Risk/Reward]] choices and [[Trade-Offs]]. [[Risk/Reward]],
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  • ...n can however be modulated by in many ways. One way is to introduce [[Risk/Reward]] aspects through that parts that are more difficult to hit suffer more [[D ...inflicted modulates [[Risk/Reward]] choices players do when they are under risk of taking [[Damage]].
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  • ...in turn lead to conflicts with patterns such as [[Leaps of Faith]], [[Risk/Reward]], and [[Tension]]. When possessed by [[Enemies]], they are likely to creat [[Risk/Reward]],
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  • ...ci]] having [[Attention Demanding Gameplay]]. This may also affects [[Risk/Reward]] trade-offs that have to be made when initiating [[Extended Actions]].
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  • ...ng]] or [[Frogger]] requires completing [[Traverse]] goals but these is no risk of getting lost) while the opposite is true. This being said, [[Traverse]] ...ter discover it is not. [[Leaps of Faith]] can be used to introduce [[Risk/Reward]] considerations into navigation. [[Warp Zones]] can provide quick ways of
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  • ...rs]], [[Pick-Ups]], and other [[Strategic Locations]] can introduce [[Risk/Reward]] elements (see the [[Super Mario series]] for examples of the two first an [[Risk/Reward]]
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  • ...[[Traverse]] goals to be possible at all. However, this can create [[Risk/Reward]] situations or require players to do [[Trade-Offs]] when players have a [[
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  • ...Game Actions]] in relation to those games. This can modify players' [[Risk/Reward]] choices in the underlying game and allow [[Spectators]] of one game to be [[Risk/Reward]],
    12 KB (1,735 words) - 07:55, 4 August 2022
  • ...eal the players and what the [[Trade-Offs]] are between the various [[Risk/Reward]] relations for each action in a given context. ...[Movement]] may cause the goal to fail. [[Stealth]] can thus create [[Risk/Reward]] situations and sometimes require players to perform [[No-Op]] actions if
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  • ...ed to pursuing other goals are [[Trade-Offs]] between the perceived [[Risk/Reward]] of the different tactics. Games where those with [[Guard]] goals only sho
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  • ...d to [[Turnovers]] in games with this pattern, it forces them to do [[Risk/Reward]] considerations and quite likely also [[Tactical Planning]] in which order [[Risk/Reward]],
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  • ...h immediate problems and therefor may have difficulties considering [[Risk/Reward]] situations. [[Risk/Reward]]
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  • ...yers since [[Shared Rewards]] don't exist. This also creates higher [[Risk/Reward]] situations compared to goals where players have do not have to compete ag [[Risk/Reward]],
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  • ...ngrossment]] as players need to engage in judgments on the possible [[Risk/Reward]] situations they are aware of. Third, is can lead of [[Analysis Paralysis] [[Risk/Reward]],
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  • ...ces, typically that one takes higher risks of not getting any points (or a risk of getting negative points) for the chance of getting more points if one ge [[Risk/Reward]],
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  • [[Risk/Reward]],
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  • .... These new [[Cards]] are [[Investments]] and often associated with [[Risk/Reward]] speculations since uncertainty exist both in [[Cards]] will be gotten int [[Risk/Reward]],
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  • Practically all [[:Category:Games|Games]] provide some type of [[Rewards|Reward]], be it that they are winnable, they give scores or other things to recogn ...ome kind of [[Gameplay Mastery]]. They may also be added to balance [[Risk/Reward]] situations, motivate continues engagement where [[Red Queen Dilemmas]] ex
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  • ...d to [[Shared Penalties]]). It also affects players' perceptions of [[Risk/Reward]] situations. [[Risk/Reward]],
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  • ...ts]], receiving more time can be seen as a [[Sustenance Rewards|Sustenance Reward]] ([[Sega Rally]] is an example of this). However, any [[Resources|Resource ...s to [[Sustenance Rewards]], timing when to get them can be part of [[Risk/Reward]] calculations.
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  • ...[[Trade-Offs]] but require players to make [[Trade-Offs]] if they want to risk going to them or alternatively choosing to [[Guard]] them. [[Freedom of Cho [[Risk/Reward]],
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  • ...esence of [[Leaps of Faith]]. The first due to it potentially removing the risk of performing the actions. [[Save-Load Cycles]] works against it since nega ...Faith|Leap of Faith]] situations put players in positions of making [[Risk/Reward]] choices (often in relation to [[Game World Navigation]]) as well as creat
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  • ...plan what to do in a game. This makes [[Predictable Consequences]], [[Risk/Reward]], [[Stimulated Planning]], [[Strategic Knowledge]], [[Tactical Planning]], Having [[Gameplay Mastery]] can be a [[Social Rewards|Social Reward]] if others can notice it and can support [[Actor Detachment]]. For games w
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  • ...ers choose to be part of some social structure for some gain but typically risk negative consequences if they do not live up to social expectations (an exa ...and [[Rewards]], they are also very likely to make players consider [[Risk/Reward]] ratios. However, having [[Committed Goals]] can make [[Agents]] in games
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  • ...[[Game Worlds|Game World]] while trying to reach some goal or can take the risk of suffering the consequences breaking those norms in other to have other b ...to pursue allows players to engage in considerations regarding both [[Risk/Reward]] and [[Trade-Offs]], and being aware of the difference choices promote [[R
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  • ...ing Goals]] can going directly for the main goals. This can require [[Risk/Reward]] considerations if the [[Supporting Goals]] have bad failure consequences [[Risk/Reward]] ,
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  • ''The possibility for players to take actions that lower the risk of misfortune for them.'' ...o actions that specifically counter these results or let them minimize the risk through how they perform the actions or in which order they perform them.
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  • ...Building]] a form of [[Investments|Investment]] with an associated [[Risk/Reward]]. Deciding on how to conduct [[Card Building]] also spawns [[Stimulated Pl [[Risk/Reward]], [[Stimulated Planning]], [[Strategic Planning]], [[Varied Gameplay]]
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  • ...edictable Consequences]] even if they may not know who gets what [[Rewards|Reward]]. Similarly, [[Predictable Consequences]] arise from [[Betting]] where the ...risk of losing [[Investments]], and as such is a typical example of [[Risk/Reward]]. If the bet isn't immediately resolved, the pattern supports [[Anticipati
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  • Having the possibility to bluff in a game provides players with [[Risk/Reward]] choices related to if they should bluff or not. That players can differ i [[Risk/Reward]],
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  • [[Risk/Reward]], [[Risk/Reward]],
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