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  • ...n choose one or several goals from a larger set of goals. The [[Selectable Set of Goals]] can be defined so that players must select goals first and then ...having the largest army, and having point cards. These create [[Selectable Set of Goals]] to each player since it is not important which goals are achieve
    10 KB (1,537 words) - 10:55, 16 February 2018

Page text matches

  • ...re how they are activated, what [[Diegetically Outstanding Features]] they set off, and if they indicate [[Irreversible Events]] or if they can be turned
    5 KB (668 words) - 07:11, 27 August 2021
  • [[Limited Set of Actions]] [[Flexible Game Element Set-Up]],
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...yers a [[Freedom of Choice]] as long as they are aware of all parts of the set). The first levels of the ''Milestone'' [[Achievements]] in [[Team Fortress [[Progress Indicators]], [[Secondary Interfaces]], [[Selectable Set of Goals]], [[Spawning]]
    13 KB (1,922 words) - 08:07, 4 August 2022
  • ...lso be less, and players can be given a this choice through a [[Selectable Set of Goals]] or [[Supporting Goals]]. The problem of ''too'' difficult challe [[Selectable Set of Goals]],
    23 KB (3,355 words) - 16:03, 3 October 2016
  • ...ral actions with [[Predictable Consequences]], even if these are [[Limited Set of Actions]] or players have [[Limited Resources]] (and especially so if co ...likelihood can also be modulated by [[Irreversible Events]] and [[Limited Set of Actions]] of other players. This allows players to a greater degree to n
    10 KB (1,463 words) - 15:55, 25 January 2018
  • ...ired. Since they are self-contained the difficulty of these actions can be set with quite high level of precision, and this makes [[Rhythm-Based Actions]]
    6 KB (852 words) - 08:28, 11 October 2022
  • ...ssen the amount of possible movements (instantiating versions of [[Limited Set of Actions]] and [[Movement Limitations]]) and the game is over when one no
    1 KB (174 words) - 08:10, 21 September 2016
  • ...one should stop with the activity portrayed) but may also cause players to set up their own [[Player-Defined Goals]] that they consider win (and end) cond ...identify any specific player as being able to reach the winning conditions set up by a game.
    11 KB (1,707 words) - 10:21, 15 March 2023
  • [[Selectable Set of Goals]] (<- Selectable Sets of Goals)
    2 KB (282 words) - 15:59, 3 October 2016
  • ...]. [[Character Alignments]] can also be used to provide players with broad set of rules regarding how their players should behave; this can guide players
    22 KB (3,137 words) - 07:22, 8 April 2022
  • ...er|Delivery]] items and players can in this case fail the goal if they are set on fire. A six pack of Cola is a unique [[Deliver|Delivery]] item in the De ...with strangers , including kicking other players, but can also be used to set [[Challenging Gameplay]] through [[Player Decided Rule Setup]]. These featu
    26 KB (4,124 words) - 10:03, 13 May 2022
  • [[Mutual Goals]], [[Limited Set of Actions]], [[Difficulty Levels]], (rewarded) [[Simultaneity]], [[Time Li ...[Cards]] that may also be used to carry out one of the following [[Limited Set of Actions|actions]]: use the computers, fire a weapon, distribute energy t
    7 KB (1,041 words) - 12:52, 18 March 2018
  • ...[[Achievements]] for the individual goals and one for completing the whole set, creating a [[Goal Hierarchies]]. [[World of Warcraft]] does this in severa
    18 KB (2,669 words) - 08:02, 4 August 2022
  • ...of Choice]] if it is perceived that there is too much present. If the time set is long enough this may lead to [[Encouraged Return Visits]] since players
    10 KB (1,419 words) - 08:55, 10 August 2016
  • ...Traitors]] are used, in may be worth considering if they should be able to set up [[Traps]] since being the victim of one is a sure way to have been betra ...h [[Delayed Effects]]. Games supporting [[Altruistic Actions]] let players set themselves up to being betrayed if they expect a [[Delayed Reciprocity]]. T
    12 KB (1,820 words) - 16:10, 8 February 2019
  • ...th [[Freedom of Choice]], a simple modification is to allow the players to set the [[Time Limits]] before gameplay starts. Another alternative is to make
    6 KB (1,007 words) - 09:15, 14 July 2015
  • ...closures focusing on fewer players as per [[Last Man Standing]]. [[Limited Set of Actions]] can make closures more intense by stripping players of possibi [[Limited Set of Actions]]
    8 KB (1,054 words) - 14:26, 25 August 2022
  • ...and other [[Agents]]. To be in opposition, [[Excluding Goals]] need to be set up, e.g. [[Competitions|Competition]], [[Conflicts|Conflict]], or [[Overcom ...s' powers or freedom, for example, by [[Shrinking Game Worlds]], [[Limited Set of Actions]], or [[Movement Limitations]]. The two latter work more efficie
    24 KB (3,511 words) - 09:04, 21 September 2016
  • ...some varieties as well since players can try to try and complete different set of them, or all or none of them, compared to earlier game instances. [[East ...of different [[Abilities]] or choosing different goals from a [[Selectable Set of Goals]] (especially if they are [[Excluding Goals]]); [[Testing Achievem
    13 KB (1,913 words) - 17:54, 13 March 2018
  • ...mes]] are a specific category of these games where players bring their own set of cards to play each other. This adds aspects of acquiring new cards and p
    3 KB (458 words) - 12:09, 20 March 2018
  • ...clude modifying the gameplay due to unexpected outside factors, wanting to set up examples, and allowing novice players to reconsider actions that have ju
    20 KB (2,916 words) - 09:30, 23 August 2021
  • ...f different types of game elements in [[Drawing Stacks]] is an easy way to set specific odds of those game elements to be drawn. [[Stack Seeding]] can be ...g [[Randomness]] and [[Uncertainty of Information]]. However, the order is set once the stack has been shuffled. Many card games use [[Drawing Stacks]] to
    9 KB (1,436 words) - 08:11, 17 June 2022
  • ...er due to a limited number of [[Difficulty Levels]] or that it is a narrow set of skills that are challenges by the [[Ever Increasing Difficulty]]. [[Exag
    6 KB (828 words) - 20:14, 11 August 2016
  • ...layer Games]] used to try and reach a certain level of challenge, possibly set by players through [[Difficulty Levels]], while for [[PvP]] it is instead u
    6 KB (837 words) - 08:33, 4 September 2016
  • ...them [[Unpredictable Behavior]] is somewhat of a paradox since they are a set of rules fundamentally but several tricks exists, including [[Ambiguous Res ...] for the control of [[NPCs]] ([[Enemies]] typically have such a [[Limited Set of Actions]] that they cannot break the [[Thematic Consistency]]). [[Game M
    13 KB (1,900 words) - 08:18, 26 September 2016
  • Many games start with a [[Limited Set of Actions]] available through the [[Avatars]] and then expanding this thro [[Limited Set of Actions]],
    27 KB (4,016 words) - 18:14, 9 August 2016
  • ...with on a group level or have no individual distinguishing features from a set of other game elements.'' ...termined by [[Randomness]], or depending on the player actions, during the set-up phase. When the players can affect the number of [[Units]] they may have
    23 KB (3,275 words) - 08:16, 21 September 2016
  • ...n Destiny]] is to use several [[Quests]] that combined form a [[Selectable Set of Goals]], where each goal is linked to a significantly high level to a ga ...with limitations of what the player can do. By thus providing a [[Limited Set of Actions]] of all those possible, games can provide [[Varied Gameplay]] i
    11 KB (1,615 words) - 10:12, 13 May 2022
  • ...e present in the game. When the creation of the algorithms are part of the set-up phase, [[Algorithmic Agents]] can create [[Meta Games]] where the inner ...Agents]] often are realized through code running on computers and thereby set a bound on [[Ubiquitous Gameplay]] to require computers, this is not always
    17 KB (2,420 words) - 12:27, 12 August 2016
  • ...This was followed in [[World of Warcraft]], which provides players with a set of functions that can be used for writing scripts. These scripts can vary f ...e Resources]] with a lower replenishment rate than the rate of consumption set for the [[Mules]]. Since [[Mules]] represent the players, they have to stan
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  • ...y. Before roughly midgame, however, who is on what team is not necessarily set, and throughout the game, information on the teams is strictly limited, lea ...ty to reveal themselves in an act of [[Betrayal]], giving them access to a set of new abilities, but excluding them from others.
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  • ...), and [[Construction]]. [[Combos]] can also be created by letting players set up the effects of actions or events so that the coincide; adding [[Developm
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  • ...port [[Strategic Planning]]; [[Civilization 4]] does this when nearing the set limit of turns.
    14 KB (2,082 words) - 08:26, 8 August 2015
  • ...of [[Private Game Spaces]] is essentially designed by providing [[Limited Set of Actions]] for players depending on what part of the game space they are [[Limited Set of Actions]],
    9 KB (1,300 words) - 08:26, 8 August 2015
  • ...cave or from a railway station to a factory. The theme can then be used to set the boundaries for how much the [[Diegetic Consistency]] can be stressed; c
    21 KB (3,112 words) - 21:52, 19 March 2018
  • ...be possible to create as [[Player-Created Characters]] during the initial set-up of games. [[NPCs]] used as [[Companions]] can also affect [[Narration St ...can be argued to be an example of this although this is achieved through a set of response rules rather than through abstract characteristics. Adventure g
    26 KB (3,841 words) - 10:03, 13 May 2022
  • ...Control]] (e.g. to do create [[Algorithmic Agents]]) encourages players to set up their own [[Player Defined Goals]] but may fail if players are uninspire ...ally by making it both more difficulty and more necessary, while [[Limited Set of Actions]] makes it easier without necessarily making it needed. [[Collab
    19 KB (2,749 words) - 08:30, 27 August 2021
  • Not all AI players need to be controlled by computers. A 'robot', really a set of instructions that a human needed to follow, was introduced in the expans ...(the parodical game [[Progress Quest]] can be seen as only letting a human set up a [[Mules|Mule]] and nothing else).
    11 KB (1,639 words) - 08:09, 21 September 2016
  • ...e]] is actually an cellular automaton but can be seen as a game when users set up goals for how it should evolve based upon an initial state and are not a
    7 KB (1,100 words) - 15:09, 19 March 2018
  • ...the guesses as experiments. The abstract game [[Zendo]] require players to set up arrangements of different colored pyramids to extrapolate the correct ar The [[Incredible Machine game series]] lets players use a limit set of objects such as pipes, bowling balls, cats, candles, ropes, and balloons
    10 KB (1,366 words) - 07:57, 11 August 2016
  • Knowing how to set up their part of game instances with [[Heterogeneous Game Element Ownership
    8 KB (1,150 words) - 11:16, 21 March 2018
  • ...yers to engage in [[Tactical Planning]] but so can also the opportunity to set up one. [[Time Limits]] and [[Real-Time Games]] can make [[Tactical Plannin
    11 KB (1,519 words) - 07:40, 27 August 2021
  • ...]] which provide challenges to the players even though they have a limited set of behaviors. Later games like the first-person shooter [[Doom series]] and ...the possibility of using [[Alarms]], either as [[Traps]] which players can set off or to give players the [[Preventing Goals]] of hindering the [[Enemies]
    22 KB (3,194 words) - 08:51, 11 October 2022
  • ...uedo]], [[Monopoly]], and [[RoboRally]], require the players themselves to set up and move game pieces and, if they wish to break gameplay into several di Games that can be set up in various ways, e.g. [[Configurable Gameplay Areas]] for games with [[R
    14 KB (2,080 words) - 19:27, 31 July 2015
  • ...n of [[Quarters]]. Although only modifying value in the game state or rule set instead of changing the rules, [[Difficulty Levels]] can be considered anot ...in that they require players to make [[Player-Created Characters]] in the set-up phase of game sessions and these typically require many choices related
    39 KB (5,769 words) - 08:28, 27 August 2021
  • ...s]] with [[Predetermined Story Structures]] but may annoy players that are set on gameplay which is tightly coupled to the narration. ...d especially [[Surprises]] in them) with this pattern even if [[Selectable Set of Goals]] linked to ending can motivate replays for each possible ending.
    28 KB (3,879 words) - 09:27, 10 March 2018
  • ...[[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] set in fantasy or historical setting go a step further, requiring people partic ...elements that balance the game using a [[Evolving Rule Sets|Evolving Rule Set]], although this may also require that old elements are passed out as well.
    9 KB (1,314 words) - 12:20, 25 April 2018
  • ...them as specific games compared to others. However, many games also have a set of associated [[Optional Rules]]. These can be ones that groups of players The [[Civilization series]] allows players to set options before gameplay begins to, among other things, control how barbaria
    8 KB (1,206 words) - 21:07, 5 July 2015
  • [[Category:Set-up Patterns]] ...like [[Drachen Delta]], [[RoboRally]], and [[Space Alert]] can let players set up the sequence of future actions through the placing cards in particular o
    8 KB (1,222 words) - 16:09, 23 July 2016
  • ...Gathering]] are [[Multiplayer Games]] where every player own parts of the set of allowed game elements, and when some players wish to play each of these
    30 KB (4,181 words) - 13:39, 1 April 2022
  • ...be caused both because new players can have advantages, e.g. having a full set of [[Resources]] in games with [[Steadily Decreasing Resources]], or disadv
    10 KB (1,520 words) - 07:32, 21 August 2015
  • ''Choices players need to make that either set their own individual gains against each others or against the gains of a so
    12 KB (1,731 words) - 07:28, 8 April 2022
  • ...ng each puzzle as its own game, several puzzle games where players need to set up the game and then see it resolve can be seen as [[Zero-Player Games]], e ...set to create [[Emergent Gameplay]] to achieve interesting choices in the set-up phase.
    7 KB (1,098 words) - 15:08, 19 March 2018
  • ...table expression of [[Emotional Attachment]]; this can be part of the rule set for [[Algorithmic Agents]] for [[Agents]] that are not controlled by humans ...equences]] provides a [[Freedom of Choice]] and can support a [[Selectable Set of Goals]] or [[Optional Goals]].
    9 KB (1,245 words) - 16:04, 3 October 2016
  • Even if [[Predetermined Story Structures]] can help set up [[Character Defining Actions]] as noted above, they may also oppose them
    11 KB (1,564 words) - 12:37, 4 August 2015
  • ...ually turn into [[Perfect Information]] as players can merge the different set of information into one complete view. Similarly, the [[Detective Structure
    8 KB (1,056 words) - 09:21, 10 March 2018
  • ...ies]] where they provide quick communication functionality about a limited set of subjects. An added bonus to such systems is that they by being presented ...suitable for creating [[Internal Conflicts]], partly since they can easily set different goals against each other as options for the next utterance to say
    12 KB (1,618 words) - 09:49, 30 July 2014
  • ...possible, which comes down to defining a [[Limited Set of Actions]]. This set of actions may be enough to sustain the intended behavior if the only inter ...are set earlier (typically through [[Action Programming]] from a [[Limited Set of Actions]]) and then enforced.
    10 KB (1,402 words) - 12:00, 20 March 2018
  • ...oice is if one can only be member of one of these (creating a [[Selectable Set of Goals]]) or if multiple memberships are possible. For each [[Factions|Faction]] used in a game, there need to be a set of [[Diegetic Social Norms]] define which regulate what is actions are acce
    12 KB (1,730 words) - 07:21, 6 May 2022
  • ...o others, since providing options beyond a single utterance or a [[Limited Set of Actions]] easily requires advanced parsing capabilities since such a sys ...mation Passing]] can be just a button of a menu to choose from a [[Limited Set of Actions]].
    7 KB (959 words) - 14:31, 12 January 2018
  • ''The situation of having a set of desirable actions or goals where the progress in one makes the others mo The PC is set to infiltrate a terrorist organization in Tom Clancy’s Splinter Cell: Dou
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  • ...essive Actions]], using [[Enforced Agent Behavior]] to provide a [[Limited Set of Actions]], or relying on [[Diegetic Social Norms]]. An example of using ...tly Aggressive Actions]], [[Information Passing]], [[Intrigue]], [[Limited Set of Actions]], [[Negative Feedback Loops]], [[Predefined Goals]],
    11 KB (1,592 words) - 08:54, 11 October 2022
  • ...is often used to explain or initiate actions. In games this can be used to set up the premise for the gameplay so that players have a diegetic motivation
    9 KB (1,383 words) - 12:04, 4 August 2015
  • [[Category:Set-up Patterns]] [[Category:Set-down Patterns]]
    12 KB (1,639 words) - 11:49, 17 July 2016
  • ...al framework<ref name="Bjork & Holopainen 2004, chapter 2"/>. The complete set of actions for a player in a game instance, in principle the sum of all pla
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  • ...ion]], make use of fictive worlds to base differences on how the games are set up. Other games, e.g. [[Dominion]] and [[Race for the Galaxy]], have descri
    29 KB (4,196 words) - 21:55, 19 March 2018
  • Games often only let players choose what to do from a small set of possible actions. Even so, the choice of which action to perform can mak ...a Universalis series]], can easily force players into [[Grinding]] just to set all parameters correctly or move all their units.
    9 KB (1,279 words) - 08:22, 4 August 2022
  • ...ters are, as the name suggests, created randomly usually from a predefined set of characteristics. The archetypical random encounter is to defeat a group A way to vary a [[Selectable Set of Goals]] during gameplay is to have some of the goals in the sets be [[Ep
    11 KB (1,579 words) - 23:27, 17 March 2018
  • ...the setting of [[Time Limits]] for some other goal. These can be explicit set by designers which works well with making them parts of [[Goal Hierarchies]
    8 KB (1,193 words) - 08:20, 6 November 2019
  • ...lay, the patterns mentions here only describe those created by the initial set of rules.''
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  • ...either [[Casual Gameplay|Casual]] or [[Challenging Gameplay]], as well as set the level of [[Framed Freedom]] they wish to have if some freedom exists to
    10 KB (1,498 words) - 09:17, 21 September 2016
  • ...t can also cause [[Internal Conflicts]] since gameplay options provide may set different parts of the planned development against each other or may work a
    8 KB (1,142 words) - 16:39, 19 January 2018
  • ...ots]] or [[Ultima Online]]) since the code can be seen as part of the rule set. ...and can be added during gameplay but are not seen as part of the core rule set (but are rarely removed once introduced).
    8 KB (1,257 words) - 12:01, 6 April 2018
  • ...s where the rules governing gameplay change over time from within a closed set of rules.'' Some games have rule set that change during gameplay. These [[Varying Rule Sets]] can either be used
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  • ...er Balance]]. [[Game Masters]] can also remove any concepts of a [[Limited Set of Actions]] as players can describe whatever they wish to do and the game ...both [[Varying Rule Sets|Varying]] and [[Evolving Rule Sets|Evolving Rule Set]]. Changes in rules by [[Game Masters]] is a form of [[Extra-Game Input]] s
    19 KB (2,776 words) - 07:11, 8 April 2022
  • ...[[Movement]] in games to other players' areas where they have a [[Limited Set of Actions]] compared to other parts of the [[Game Worlds|Game World]]. [[A ...Actions]] possible. One way of guaranteeing this is to make the [[Limited Set of Actions]] only consists of [[Altruistic Actions]]. By doing so, they can
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  • ...Player Help]] often needs to restricted to providing people with [[Limited Set of Actions]] which are also [[Privileged Actions|Privileged]] (although als [[Limited Set of Actions]],
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  • ...ent can take place. [[Time Limits]] may be the most obvious choice and can set hard limits which can be broadcast through [[Game State Indicators]] if [[T ...pe of [[Ephemeral Events]] concern the rules of the games - [[Varying Rule Set]] can provide changes in the rules that are only used to a limited period o
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  • ...y passive actions, they can be [[Altruistic Actions]] if part of [[Limited Set of Actions]] where all other actions have bad consequences for the other pl ...sometimes [[No-Ops]] need to be included in games as part of the [[Limited Set of Actions]] available simply because players cannot do anything due to lac
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  • ...y should perform some form of action to other players. This is quite often set up by [[Delayed Reciprocity]], for example through [[Altruistic Actions]] s
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  • ...d night during the game. In addition, the organizers must consider when to set up the events so the season fits the thematic and practical requirements (i
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  • ...but other possibilities exist. One is that players may construct their own set of game elements to bring to a game, which may include actually building or
    17 KB (2,423 words) - 11:14, 21 March 2018
  • ...layers to choose what to do, they let players choose ''one'' action from a set of actions so it does not relate to [[Action Caps]] directly but can be use
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  • ...intense warfare, but between these have long periods where players mainly set smaller independent goals for themselves and the countries they control. ...rt [[Narration Structures]]. The various actions and smaller goals players set up for themselves when engaging in the activity does however create [[Never
    9 KB (1,340 words) - 10:35, 18 March 2018
  • ...motivated to do this since failure to remember rules give them a [[Limited Set of Actions]] and [[Limited Foresight]] compared to other players, and failu
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  • ...ite player that plays second; Based upon statistics this handicap has been set at 6.5 stones when using Japanese rules (the half point is to avoid ties). ...ble case (that of the players independently having selected the exact same set up).
    10 KB (1,491 words) - 17:49, 13 March 2018
  • ...ooldowns]]'' restricts not only the use of actions just performed but some set of other actions as well, an example from [[World of Warcraft]] being that
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  • ...in the game world are struggling for the same cause as the player and have set up camps while doing so, it also gives hints the resources may be available The typical set of game elements available include [[Big Dumb Objects]], [[Diegetically Out
    6 KB (931 words) - 06:55, 3 August 2015
  • ...e Widgets]] already mentioned, [[World of Warcraft]] lets players places a set of different marker on enemies to coordinate their actions with other playe
    11 KB (1,654 words) - 11:05, 17 July 2016
  • ...uired for players to engage in other types of [[Crafting]] and thereby can set up development chains where the [[New Abilities]] gained can be seen as a f
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  • ...such as the [[Quake series]] and the [[Left 4 Dead series]] have a limited set of weapons (and medical equipment for the latter) that players can use. At ...al [[Equipment Slots]] should be active, this provides a form of [[Limited Set of Actions]] - players can choose which action to be ready to perform out o
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  • ...ing barrels. The ruined nuclear-powered cars found in [[Fallout 3]] can be set on fire which results in them exploding in a mushroom cloud soon afterwards ...of [[Parallel Lives]] is created by connecting one player's [[Lives]] to a set of [[Destructible Objects]] that all are at risk simultaneously.
    8 KB (1,125 words) - 12:39, 4 September 2011
  • ...ngs. Advices tell players what to do before they have started performing a set of actions; encouragements provide feedback that a given action is correct
    13 KB (1,835 words) - 13:36, 21 July 2016
  • ...ities|New]] or [[Improved Abilities]], which may either expand a [[Limited Set of Actions]] or increase [[Attributes]], [[Resource Caps]], or [[Skills]]. [[Limited Set of Actions]],
    14 KB (1,906 words) - 21:27, 18 March 2018
  • ...can have [[Gain Ownership]] goals. The reasons for these goals provide one set of design options regarding [[Territories]]. Besides simply having certain
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  • ...are relatively few choices in each moment of gameplay and players need to set their own long-term goals. ...presented to the players in some way. [[Limited Resources]] and [[Limited Set of Actions]] are natural way of supporting this and leads [[Framed Freedom]
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  • Games are typically set in some world but it is either for gameplay purposes or production purposes
    14 KB (2,120 words) - 12:31, 1 September 2016
  • ...imbalances do not occur or, for [[Single-Player Games]], ways of trying to set challenge levels, while correcting [[Balancing Effects]] try to correct imb ...rds]], requiring [[Trade-Offs]], allowing players to choose a [[Selectable Set of Goals]] that best fit their abilities, or providing [[Diminishing Return
    14 KB (1,988 words) - 12:41, 18 October 2022
  • While players typically have access to a certain set of actions besides moving while exploring game worlds, the items that can b Two main types of [[Controllers]] exist: [[Switches]] that set events in motion when activated and [[Installations]] that provide players
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  • ...ontent to begin with. Providing [[Optional Rules]] is a way to let players set the rules to fit their opinions of the theme as well as possible, and there
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  • ...e additional tactics in games. Players may be able to move the elements to set-up false [[Traces]], i.e. [[Red Herrings]] that may led to [[Traps]] (rathe
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  • ...[[Clickability]] was "''the routine yet enjoyable behavior of executing a set of game actions, with the mouse, and intuitively responding to the UI feedb
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  • ...oices regarding [[Goal Hierarchies]], [[Optional Goals]], and [[Selectable Set of Goals]], and knowing when to strive for [[Transfer of Control]] or what ...require players to update their [[Strategic Knowledge]] each time the rule set is updated. [[Strategic Knowledge]] that has been identified by game design
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  • ...as part of creating the [[Player Characters]]. Second, should they fate be set through [[Predetermined Story Structures]] or should they have an [[Open De ...ave in [[Game Worlds]]. This can however be controlled by having [[Limited Set of Actions]] or [[Game Masters]], and then the added details players can pr
    11 KB (1,483 words) - 08:39, 8 April 2022
  • ...ers can perform, and actions can be predictable if players can imagine the set of possible future game states their effects can produce. ..., [[Player-Decided Distribution of Rewards & Penalties]], and [[Selectable Set of Goals]]. Given players time to think about possible future game state ca
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  • ...wned. To ensure players' awareness of [[Strategic Locations]], they can be set to stand out through [[Diegetically Outstanding Features]]. Implicit [[Stra
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  • ...yers to try to get access to is an explicit way of creating a [[Selectable Set of Goals]] (even if games with [[Teams]] can try several at once). [[Selectable Set of Goals]],
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  • ...events, these actions are [[Extra-Game Consequences]] and when done during set-up phases examples of [[Initial Personalization]].
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  • ...f [[Space Alert]] and [[RoboRally]] use cards as [[Bookkeeping Tokens]] to set up the future moves their characters or robots should do. ...ndividual [[Chips]] or by being placed on [[Score Tracks]], to let players set up their [[Action Programming]], or to help players keep track of [[Turn Ta
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  • The existence of [[Flanking Routes]] lets players have a [[Selectable Set of Goals]] on how to reach or take control over locations, and through this [[Selectable Set of Goals]],
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  • ...orts players in doing such attacks since they can often in relative safety set up slow but powerful attacks that might not be possible otherwise. This pro
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  • ...the actions they wish to perform. Usually they not only let players have a set of actions to choose from but also allow them to perform the same actions s The [[:Category:Board Games|Board Game]] [[Space Hulk]] has a limited set of action points for each unit in the game. For the player controlling gene
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  • ...of [[Abilities]] is one way of guaranteeing that players have a [[Limited Set of Actions]] while providing many [[Abilities]] can create [[Complex Gamepl [[Limited Set of Actions]],
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  • ...[[Privileged Abilities]] can be mitigated somewhat if they are part of the set of actions selectable by [[Budgeted Action Points]] or making them have [[C ...s usually need to engage in [[Coordination]] to take full advantage of the set of actions they have. If the [[Privileged Abilities]] are matched between t
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  • ...]]. This may give rise to [[Increasing Rewards]], [[Varied Gameplay]], and set up [[Paper-Rock-Scissors]] relations (although not as readily as [[New Abil
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  • ...mpowerment]] due to better [[Abilities]] and can be motivated by [[Limited Set of Actions]] or [[Asymmetric Abilities]] where the players feel disadvantag [[Limited Set of Actions]],
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  • ...de a form of [[Varied Gameplay]], as players have to adjust to a [[Limited Set of Actions]], which may be used to maintain [[Challenging Gameplay]]. [[Hal ...[Health]]. Losing [[Abilities]] naturally creates or restricts a [[Limited Set of Actions]] for players and thereby players' their [[Freedom of Choice]].
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  • ...they may be given the [[Freedom of Choice]] to select which to get from a set of [[Abilities]]. Giving players a control over what [[New Abilities]] they ...ffects]] is to have the actions provided by the [[New Abilities]] extend a set action that need to be paid for by [[Budgeted Action Points]] - so using th
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  • ...ayers participate but at the same time the number of actions are typically set so that players at least get to place two or three [[Tokens]] (the pattern ...to as ''workers'' in many games) to select future actions from a [[Limited Set of Actions]]. Since players have only a few [[Tokens]] to place these are [
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  • ...t) - [[Race for the Galaxy]] lets all players choose roles from a personal set of cards so many players can get the same bonuses. [[Citadels]] and [[San J The second way to allow [[Role Selection]] is to create a [[Limited Set of Actions]] that players can choose from each turn in a [[Turn-Based Games
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  • ...ters]] such as [[Team Fortress 2]] or the [[Battlefield series]] are often set up so they swap which team has which side on a map. This creates [[Back-to-
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  • ...ges]] give they can have [[Balancing Effects]] on games. They can however set up [[Flip-Flop Events]] so that the last player of one turn may be the firs
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  • ...[[Torchlight]] and the [[Dragon Age series]] make use of gems that can be set in equipment sockets and provide various bonuses. [[GURPS]] and [[Morrowind
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  • ...by players, most often [[Avatars]], are either used to effect the initial set up of a game environment, to let them enter new [[Levels]], or to revive th
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  • ...ated <ref name="myers"/>). When players do not follow these more important set of rules, either the other players or the game facilitators can enforce tha
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  • ...g which of these to try and control is an example of having a [[Selectable Set of Goals]] which require players to do [[Risk/Reward]] choices or [[Trade-O [[Selectable Set of Goals]],
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  • ...e [[Left 4 Dead series]], to force players to commit to using a particular set of weapons and changes can only be done when new weapons are found or by ba ...s of what can be placed in each slot since the slots represent a [[Limited Set of Actions]], and picking a certain combination can be akin to selecting [[
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  • ...s or short free-form pieces of text, but players may either have a limited set of predefined [[Handles]] to choose from or be allowed to create them thems
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  • ...-sides: having no information on one side (except that it is a card in the set) as is the case for traditional cards; marking functionally different cards
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  • ...of the area that is being viewed. In real-time games, players may however set the [[Cameras]] to follow avatars or units as they move.
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  • ...Skills]] they can select from when raising them, and this can make players set up [[Gain Competence]] goals in advance as well as lets them have [[Player-
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  • .... However, they can be combined by treating the differentiated units as a set and have the same sets for all players or all [[Teams]].
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  • ...veral different challenges where each challenge requires a different skill set.'' ...oice of which games or events should be included in a form of [[Selectable Set of Goals]].
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  • ...m over to another player after choosing one. This can be done for just one set of game elements (e.g. [[Citadels]]) or with the same number of sets as pla ...uild their decks (i.e. [[Drawing Stacks]]) or to let players choose from a set of actions or roles but then let those not chosen be the choices for the ne
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  • Having an initial set of elements that shrinks as gameplay progresses makes these elements into [ ...[[Actions]] in most cases, this also makes [[Hands]] represent a [[Limited Set of Actions]]. Since [[Pre-Customized Decks]] and [[Deck Building]] affect h
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  • ...On]], as the players usually cannot affect the movement of the tiles once set in motion, especially if this motion is continuous. Those that [[Damage]] o
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  • ...rd Game]] [[Space Hulk]] contains a number of corridors and rooms that are set up in different configurations before gameplay begins to allow a number of
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  • ...luable way of modifying games with [[Real World Gameplay Spaces]] that are set up anew for each game instance.
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  • ...different paths. The latter is an example of giving players a [[Selectable Set of Goals]]. It allow players to make plans depending on what [[Strategic Lo ...al guarantees that the player has changed environment. This can be used to set up progression in [[Predetermined Story Structures]].
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  • ...layers choose from several actions to perform to let them have a [[Limited Set of Actions]]. [[Limited Set of Actions]],
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  • ...nless they are networked there only exists one screen and perhaps only one set of input devices. In cases where players cannot share the screen - for exam
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  • ...ical game elements that are used to randomize an outcome from a predefined set of outcomes, often with each outcome having the same likelihood.''
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  • ...goals for themselves to acquire this. [[Reconnaissance]] goals can also be set up by the game or game masters so they are explicit goals that need to be c
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  • ...difficult. The presence of [[Fog of War]] can in itself require players to set up [[Guard]] goals. Giving many players and [[Agents]] the same [[Guard]] g
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  • ...actions dictating the outcome of the game take place. When games that are set up and played several times have different gameplay areas, they display the ...on a map representing the same city. Game instances of the game have been set up in several different cities by selecting which part of them to show on t
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  • ...the individual play sessions can take place anytime within the boundaries set up for when one needs to report one's next move. The [[Left 4 Dead series]] Finally, [[Time Limits]] support [[Negotiable Play Sessions]] when players set the limits before starting play sessions even if this does not make the neg
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  • ...to players but between different game sessions). [[Time Limits]] that are set by players is a way to enforce maximum limits to the game sessions and can
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  • [[Negotiable Game Instance Duration]] can be supported by letting players set [[Time Limits]] for the game instances. This may be time measured by clocks
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  • ...cluded from social interaction with the other players. Allowing players to set [[Limited Communication Abilities]] for other players is one way of achievi ...[[Scapegoats]] can support this as does opportunities for [[Traitors]] to set up [[Betrayal|Betrayals]]. Dominators may also arise from games that have [
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  • ...ld use dead spots to temporarily disappear from the game world in order to set up ambushes.
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  • .... This allows them to retract moves if both players agree upon it and also set up examples to show specific game situations. [[Go]] is similar but in addi
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  • ...ul if [[Spectators]] (which may be players in the sense that they may have set up in advance the actions being done) are allowed to observe the gameplay a
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  • ...they can perform in order to try and reach the goals they or the game has set up. However, some games also provide players with abilities that affect the
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  • ...ayers, it allows the game design to focus on these players as central to a set of self-contained [[Predetermined Story Structures]].
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  • ...in a bar environment to show the other players that they should strive to set in motion the events they had planned for the scene.
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  • The [[Avatar System]] is a rule set for [[Live Action Roleplaying]]. For more information, see Double Exposure<
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  • ...ation Structures]] if permitted, but when the [[Narration Structures]] are set before gameplay it can work against having [[Player-Planned Development]] a
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  • [[Category:Set-up Patterns]]
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  • [[Category:Set-up Patterns]] The ''Set-up'' phase of the storytelling game [[Fiasco]] can be seen as a dedicated [
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  • ...r giving oneself [[Invulnerabilities]]. This typically provides an initial set of possible actions to consider, but besides this game designers can consid [[Difficulty Levels]] can adjust which cheats, if any, in the "normal" set of [[Sanctioned Cheating]] are allowed; a typical case being that in an "ir
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  • ...Items]]. Regardless of how players achieve [[Resources]], the game may be set up to promote either [[Symmetric Resource Distribution]] or [[Asymmetric Re
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  • ...al information available to the players and also the use of a [[Selectable Set of Goals]] to allow the players to choose what goals they are pursuing. ...fail when one is completed and this implicitly also creates a [[Selectable Set of Goals]]. Because of this incompatibility, [[Excluding Goals]] make [[Tie
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  • ...t information games [[Chess]] and [[Go]] show how providing a rather small set of possible actions to players can create very [[Complex Gameplay]] if they ...o create complexity through having hierarchies of game components. Given a set of game components, complexity to a game can be "added" simply by letting p
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  • ...ove, but also because not all factors related to the scoring may have been set until the end of gameplay.
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  • ...making a specific form of [[Combos]] possible. Since this can be tricky to set up, being able to create [[Flip-Flop Events]] can be a sign of [[Gameplay M
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  • ...ith [[Scores]] in order to avoid having [[Predictable Winner]] and thereby set up for [[Beat the Leader]] situations. It also works against players having
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  • ...bution of individual ways of increasing (or decreasing) [[Scores]] can be set up to follow [[Arithmetic Progression|Arithmetic]], [[Geometric Progression
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  • ...friend so they can either try to join the same game instances or together set up new game instances. Single player games such as [[Farmville]] or [[Candy
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  • ...es]]; this allows for extensive pauses since the game can be turned off or set down while still making it possible to recreate the game state at a later p
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  • Many games divide gameplay into turns and in some of these the order is not set between rounds. When this can become problematic for players to keep track
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  • ...nd [[Whist]], makes use of [[Decks]]. In all these cases they use the same set of 52 cards, while games such as [[Bang!]], [[Dominion]], [[Fluxx]], [[Fran ...ting Spreads]] that let players choose which [[Cards|Card]] from a limited set they wish to take. [[Discard Piles]] are typically used whenever the number
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  • ...an let players see these before they can access them and thereby help them set up goals; this assumes that players will later be able to get access to the
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  • [[Teams]] can modify [[Last Man Standing]] or [[PvP]] gameplay to set up [[TvT]] gameplay. Such designs raises question whether the designs shoul
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  • ...since it either makes [[Rewards]] be shared at once or have distributions set out in advance.
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  • Games are typically set up so that there are rewards for certain actions or the completion of speci
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  • ...rds are vital for gameplay as they either represent the goals players have set for themselves or provide entertainment for the players when they occur unp
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  • ...activities and tasks. The use of [[Player-Defined Goals]] can let players set what [[Penalties]] such exist for some goals in a game (including those out
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  • ...rds]] in the form of more time to be able to play beyond the initial limit set by the game.
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  • ...specific [[Resources]] while not be available for use. However, it can be set up so it only lasts for certain periods of time.
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  • ...e Points]] or [[Pottering]] can support [[Value of Effort]] (since players set up their own goals in the latter case) but more narrow or controlled ways i ...ession]] of the consequences of [[Extended Actions]] or by letting players set up [[Positive Feedback Loops]] building on these progressions. In contrast,
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  • ...ayed Effects]], [[Delayed Reciprocity]], and [[Uncommitted Alliances]] can set up closures that take quite some time before the occur, [[Levels]] and [[Na As started above, [[Narration Structures]] can be used to set up [[Hovering Closures]] related to the narration.
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  • ...ards & Penalties]], [[Resource Management]], [[Risk/Reward]], [[Selectable Set of Goals]], [[Sockets]], and [[Token Placement]] are all examples of this. [[Selectable Set of Goals]],
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  • ...her with [[Limited Set of Actions]] can be used in general, a [[Selectable Set of Goals]] provides a clear enumeration of what choices exist while [[Incom [[Selectable Set of Goals]],
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  • ...hem can lead to [[Surprises]], especially when designers have specifically set up the situations for this to occur.
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  • ...xas Hold'em]], where winning rounds consists of having the rarest set of a set of predetermined [[Configuration|Configurations]]. ...game elements can't be reused. This makes these goals into a [[Selectable Set of Goals]].
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  • ...ch match their skill levels. [[Difficulty Levels]] in contrast let players set an appropriate level for themselves (potentially with [[AI Players]] of var
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  • ...ther agents in a game need to, or are strongly encourage to, move in a pre-set limited number of routes than make gameplay more predictable.
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  • ...enges but a weaker form of the pattern hold true for a game with a limited set of challenges but which presents these in order of difficulty to their play
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  • ...existing game state, and may forbid any repetition depending on which rule set is used.
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  • ...reby have [[Internal Conflicts]]. A final, more specific, reason may be to set up situations where players can or have to engage in [[Betrayal]] related t
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  • ...nuous Goals|Continuous Goal]]. [[Player-Planned Development]] lets players set goals for themselves and these can be [[Continuous Goals]] if they depend o
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  • ...res the fulfillment of all ''leaf'' goals associated with it. [[Selectable Set of Goals]] is a variation of this which allows a certain number of the leaf [[Selectable Set of Goals]],
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  • ...] but not the other way around. This since the completion of one goal in a set of [[Incompatible Goals]] does not have to make the others impossible to co ...s types of [[Configuration]], [[Incompatible Goals]] create a [[Selectable Set of Goals]].
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  • Games typically provide players with goals or let them set up their own goals. While these goals may be interesting and challenging be ...[[:Category:Roleplaying Games|Roleplaying Games]]. Here players often are set on quests in campaigns to stop the plans of non-player characters. Although
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  • ...y other players that they exist, players can suspect that others exist and set up goals for themselves to find all. ...of these or if they should just be suggested to players as goals they can set for themselves without confirmations of success or failure from the game. G
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  • ...age this through their design and even have rules on how such goals can be set up as well as check when they have been completed (although this of course ...yer-Defined Goals]] are employed generally in [[Diplomacy]] as players can set their own secret goals and strategies, but the impact of the patterns is mo
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  • ...Goals]] can easily be used to create [[Goal Hierarchies]] or [[Selectable Set of Goals]]. While the existence of [[Predefined Goals]] is given due to the ...d Goals|Predefined Goal]]. The additional aspects of the goals can then be set using [[Randomness]] as needed. This may not be perceived by players since
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  • ...n choose one or several goals from a larger set of goals. The [[Selectable Set of Goals]] can be defined so that players must select goals first and then ...having the largest army, and having point cards. These create [[Selectable Set of Goals]] to each player since it is not important which goals are achieve
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  • ...exist when gameplay begins. [[Unknown Goals]] can be part of [[Selectable Set of Goals]], which leads to players to have to reconsider their choices of g [[Selectable Set of Goals]]
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  • [[Category:Set-down Patterns]] [[Category:Set-up Patterns]]
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  • ...game. However, [[Unwinnable Games]] typically do have [[Main Goals]] that set up what players should strive for and how well players have ''succeeded'' w
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  • ...played. They are still recognizable as the same game due to having a core set of rules which aren't changed. ...[Legacy Games]] do need to change over time, they also need to have a core set of [[Immutable Rules]]. If they do not, it can become impossible to conside
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  • ...and knowable to players, and the relation between a bet and its rewards is set in advance. In contrast, a challenge in [[Poker]] and it's many offsprings ...rules. That is, the possibility of engaging in [[Betting]] can make people set up [[Self-Facilitated Games]] that are [[Meta Games]] which cause [[Extra-G
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  • ...nother player and returning at least one [[Rewards|Reward]] to the untaken set. ...Furnace]] and [[Las Vegas]] does this, letting players make one bid on one set of [[Rewards|Reward]] each time it is their turn. By having some part of th
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  • ...layers can pretend to bid on something when not doing so, by being able to set of false [[Alarms]], and when [[Sanctioned Cheating]] allows players to tak
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  • ''The goal of achieving a set of several other goals.'' ...eciding which things need to be collected can be seen as defining a [[Sets|Set]] of [[Game Items]], but such [[Sets]] can provide other benefits than only
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  • ...work also). Players may automatically gain the thing to [[Deliver]] as the set-up of the goal, but the goal can be made more challenging by first requirin
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