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  • [[Category:Games]] [[Category:Computer Games]]
    334 bytes (35 words) - 17:15, 20 May 2011
  • Practically all computer or video games are played by clicking on things to one extent or another. This clicking ca Social Media games such as [[CityVille]] or [[Zombie Lane]] have clicking as both the basic wa
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  • [[Category:Computer Games]] [[Category:Fighting Games]]
    603 bytes (71 words) - 17:54, 21 May 2011
  • ''Characters in games that are under players' direct control or represent the players role in the While fictional individuals in games may have abstract qualities that make them into characters, not all are con
    11 KB (1,483 words) - 08:39, 8 April 2022
  • ...ives or letting them start at a previous location if they die. A few other games instead have [[Permadeath]]. In these, the death of one's avatar or charact Wikipedia has a entry on ''Permanent Death'' in games<ref name="wiki"/>.
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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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  • [[Category:Games]] [[Category:Computer Games]]
    571 bytes (67 words) - 08:04, 8 August 2011
  • [[Category:Games]] [[Category:Real-Time Games]]
    532 bytes (66 words) - 14:13, 29 May 2011
  • [[Category:Games]] [[Category:Computer Games]]
    561 bytes (68 words) - 09:57, 31 July 2011
  • [[Category:Games]] [[Category:Computer Games]]
    705 bytes (94 words) - 15:23, 13 June 2011
  • ...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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  • In many games players can create or change the specifics of their game world. One of the ...ally similar, [[Naming]] also appears in [[:Category:Manager Games|Manager Games]] such as [[Bloodbowl]], [[Hattrick]], and the [[Football Manager series]].
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  • [[Category:Games]] [[Category:Computer Games]]
    712 bytes (96 words) - 15:43, 4 June 2011
  • [[Category:Online Games]] [[Category:Casual Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
    650 bytes (75 words) - 09:30, 5 June 2011
  • [[Category:Games]] [[Category:Computer Games]]
    445 bytes (46 words) - 09:31, 5 June 2011
  • [[Category:Games]] [[Category:Computer Games]]
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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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  • Games that wish to make players have to husband the actions they perform can use ...is used to control how often certain actions can be performed in real-time games. In this case the actions costs a certain amount of points from some value
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  • While games need to let players have some abilities to affect gameplay, not all abiliti Power-Ups in many action games only provide [[Temporary Abilities]] for short periods of time, e.g. the ''
    6 KB (895 words) - 11:35, 14 July 2011
  • ...ries]]. Pit stops in [[Formula D]] show that [[:Category:Board Games|Board Games]] dealing with racing also can have [[Location-Fixed Abilities]]. The canno Several [[:Category:FPS Games|First-Person Shooters]] include stationary weapons. The ''40mm Bofors Anti-
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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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  • ...to [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] with [[Torchlight]], [[World of Warcraft]], the [[Dragon Age series]], an Chargers and Power-ups in [[:Category:Racing Games|Racing Games]] such as the [[F-Zero series]], the [[Wipeout series]], and the [[Mario Ka
    13 KB (1,726 words) - 11:52, 21 March 2018
  • Part of the charm with playing games is the possibility of becoming better at doing so. This can be because one ...ful opponents. Learning these abilities significant help in completing the games, and gaining them may become explicit goals that are the focus of player ac
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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
    14 KB (2,006 words) - 11:51, 21 March 2018
  • ...higher values) is the most obvious reusable solution for non-computerized games, having [[Score Tracks]] on which each players has one lowers the number of ...ctly in their own individual areas of the interface with is updated by the computer as gameplay progresses.
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  • Games that are built around players solving quests can have several types of ques ...series]]. The [[S.T.A.L.K.E.R. series]] is an example of a [[:Category:FPS Games|First-Person Shooter]] using [[Sidequests]].
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  • [[Category:Games]] [[Category:Computer Games]]
    962 bytes (147 words) - 12:32, 28 January 2015
  • ''Quests whose completion provides the main winning condition of games.'' ...uctured around the fulfillment of quests. They often tie the main parts of games' stories to gameplay and provide frameworks for smaller quests.
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
    920 bytes (124 words) - 08:45, 6 July 2011
  • ...they can do, and can even result in them losing the entire games. However, games can also provide other explicit [[Death Consequences]], e.g. losing points. ...mes]] generally require players to create new characters. However, several games have ways of countering this, e.g. [[Dungeons & Dragons]] have resurrection
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  • [[Category:Games]] [[Category:Computer Games]]
    601 bytes (72 words) - 10:07, 7 July 2011
  • Even if all games have explicit or formalized rules at their core, additional rules govern th ...h other through majority votes. This functionality is needed since not all games are supervised and since the players typically do not know each other and a
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  • [[Category:Games]] [[Category:Computer Games]]
    656 bytes (80 words) - 08:45, 11 July 2011
  • [[Category:Games]] [[Category:Computer Games]]
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  • ...n, uncertainty, and importance of the real-world equivalent. [[Combat]] in games give players clear goals and opponents and gives clear indication of what p ...ainst each other with game rounds of 5 or 1 seconds (the [[:Category:Board Games|Board Game]] [[Car Wars]] uses segments of 0.1 or 0.2 seconds depending on
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  • ...nemies or dangerous objects in the game. The effects of [[Damage]] in most games are minor; it is mainly used as an indicator of how many times one may fail Few [[:Category:FPS Games|First-Person Shooters]] make all hits instantaneous kills. Rather they requ
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  • [[Category:Massively Multiplayer Online Games]] [[Category:Online Games]]
    560 bytes (68 words) - 14:49, 21 July 2011
  • ...er characters so that they together can try to reach the goals provided by games. The other characters may be controlled by other players - requiring ...nted the characters of the players currently playing the structure of the games made it advantageous that characters' had diverse skill sets, e.g. compleme
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  • [[Category:Games]] [[Category:Computer Games]]
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  • Games that let players find armor, weapons, or other types of equipment often let ...nt. [[Minecraft]] uses the same design structures as the above roleplaying games but in a sandbox game and has game time progress while players are accessin
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  • ...hide. [[Pelageya]], a two part Finnish [[:Category:Live Action Roleplaying Games|LARP]], shows a case where [[Replays]] can be used effectively: players of Examples of games that have built-in systems to create [[Replays]] include [[America's Army]]
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  • [[Category:Computer-based Roleplaying Games]] [[Category:Roleplaying Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • ...the presentation of their game worlds to these game elements. In contrast, games that do not focus on specific game elements - or let players switch between ...]] although over rather limited game worlds. The various types of strategy games, e.g. the [[Civilization (video game) series|Civilization]], [[Europa Unive
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  • Games that have game worlds need to have ways of letting players perform actions Avatars are players' [[Focus Loci]] in [[:Category:FPS Games|First-Person Shooters]] such as [[America's Army]], [[Dead Space]], and the
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  • ''Graphical user interface components in computer games that display players' current point of interaction.'' ...quite often a mouse pointer similar - or the same - as found in graphical computer operating systems.
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  • Games that want to visually present game worlds to their players can do this in s ...ird-Person Views]] in that the background move as players move through the games. They are however weak examples since the game entities under the players'
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • ...need to be physical game elements; they can also be simulated in computer games. ...hers require players to combine their [[Cards]] to be able and play. Other games expand the gameplay by adding expansions with [[Cards]].
    10 KB (1,483 words) - 12:04, 20 March 2018
  • [[Category:Computer Games]] [[Category:Games]]
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  • [[Category:Games]] [[Category:Real-Time Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Real-Time Games]]
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  • Games where not all actions can be done by one game entity have [[Functional Role ...classes so all needed [[Functional Roles]] are filled; the [[:Category:FPS Games|First-Person Shooter]] in the [[Left 4 Dead series]] accomplishes [[Functio
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  • [[Category:FPS Games]] [[Category:Computer Games]]
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  • [[Category:Computer Games]] [[Category:Action Games]]
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  • ...one is equally good at everything, and this can be explicit represented in games through the use of [[Skills]]. These may be simple labels to indicate who c ..., and [[World of Warcraft]]. In some cases, including more action-oriented games, the skills are represented as development trees; examples of this can be f
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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:Computer Games]] [[Category:Games]]
    503 bytes (61 words) - 09:29, 27 September 2011
  • Many games revolve around players being provided with game elements, most commonly car ...Category:Sports|Sports]]<ref name="wiki"/>. The computer game [[Bloodbowl (computer game)|Bloodbowl]] has a similar feature and [[Dominion]] and [[Thunderstone
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  • ...need to be physical game elements; they can also be simulated in computer games. ..., since these tiles are decorative and cannot themselves be manipulated in games.
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  • ...play experiences or occur during gameplay as the effect of player actions. Games that have either one of these two types of changes - or both - have [[Recon ...scenarios to be played. Likewise, the [[:Category:Computer Games|Computer Games]] [[Minecraft]], [[NetHack]], and [[Slaves to Armok II: Dwarf Fortress]] ra
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  • ...orlds or relations in abstract structures. [[Tile-Laying]] exists in these games when the elements and relations are not fixed but created through placing t ...played tiles to unveil a conspiracy; [[Illuminati]] is a [[:Category:Card Games|Card Game]] where its is instead used to abstractly represent power structu
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Real-Time Games]]
    569 bytes (70 words) - 11:54, 30 August 2011
  • ...lds and their content the actual process of doing so can be handed over to computer systems. While this may save time and can allow the construction to occur j ...ation. Several [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], including [[Traveller]] and [[GURPS]] through the ''GURPS Space'' supple
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  • ...eyond those related only to their own gameplay statistics, this shows that games support [[Persistent Game World Changes]]. ...t, [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] need to implement every possible change and therefore tend to have less o
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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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  • Games have goals for players, but not all games put players under pressure to complete these. [[Races]] are goals that crea ...also part of computer-based sport games such as [[Decathlon]] and [[Summer Games]], although requiring somewhat different skills from participants.
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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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  • ...too little can work against an optimal gameplay experience. Computer-based games have an opportunity regarding this that other game forms do not have; they ...of providing information to players in [[:Category:Computer Games|Computer Games]] by adding text overlays on things they focus upon, so they imply a use of
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  • Computer-based games can usually provide players with gameplay whenever players what and for how ...[Loading Hints]] while new worlds are generated or when players load saved games.
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  • Many games have combat as part of gameplay, and of those that do most make use of rand ...] have [[Critical Hits]] and this has also been adopted by [[:Category:FPS Games|First-Person Shooters]] as [[Borderlands]] and [[Dead Island]].
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  • [[Category:Games]] [[Category:Computer Games]]
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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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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • ...erlaid on the game world presentation to make this more easy, and in other games where players can move their aim point freely it is more or less required t ...4 Dead]], [[Quake series|Quake]], and [[Unreal Tournament series]]. Other games that make use of [[Crosshairs]] - because they also contain shooting as par
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  • [[Category:Games]] [[Category:Real-Time Games]]
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  • [[Category:Games]] [[Category:Real-Time Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • ...and some games have made use of the cinematic techniques in single-player games. ...sole versions of the games. Other examples - which are not [[:Category:FPS Games|First-Person Shooters]] - include the [[Mario Kart series|Mario Kart]], [[G
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  • [[Category:Computer Games]] [[Category:Party Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Strategy Games]]
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  • ''Games making use of several different physical screens for gameplay.'' ...several screens and that themselves support this as well. Two examples of games that do this are the [[Quake series]] and the [[Dead Island]] game.
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  • ''Games which make use of presentations inside other presentations.'' Computer games typically make use of a screen to provide most of the information needed fo
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  • A limitation with computer-based games is that unless they are networked there only exists one screen and perhaps Wikipedia has an entry for the concept of [[Hotseating]] in games<ref name="wiki"/>.
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Computer Games]] [[Category:Games]]
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  • [[Category:Computer Games]] [[Category:Games]]
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  • ''Games where it is more or less unclear if information about the game and actions ...layers and spectators can easily judge if somebody is playing them or not. Games that make this difficult by "hiding" in other activities have [[Alternate R
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  • [[Category:Games]] [[Category:Computer Games]]
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  • ...oth these types of requirements limits where and when games can be played. Games that by design try to avoid these requirements, and thereby can be played m ...ort [[Ubiquitous Gameplay]] as long as one has others to play with and the games are not perceived as disruptive by others. [[Assassin]] and various flash m
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  • [[Category:Games]] [[Category:Puzzle Games]]
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  • [[Category:Computer Games]] ...stub. For more information see the paper ''Insectopia: exploring pervasive games through technology already pervasively available''<ref name="insectopia"/>.
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  • [[Category:Pervasive Games]] [[Category:Computer Games]]
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  • While many games give players views of game worlds that could not be achieved by any diegeti ...cally limited to the presence of identity of enemy units. Examples of such games include [[Advanced Squad Leader]], [[Rommel in the Desert]], and [[Stratego
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  • [[Category:Games]] [[Category:Computer Games]]
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  • Games challenge players in performing different types of activities. Those that i ...actions to be dexterous: billiards and computer games are examples of how games can be manipulated through indirect control.
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  • ...or "Player versus Environment") by players in massively multiplayer online games to distinguish it from the first one ([[PvP]], or "Player versus Player"). ...n different options of how players could play massively multiplayer online games. From this origin, in common usage it has a strong undertone of being an o
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  • Many games withhold abilities or content from players until they have met certain requ ...ample in the [[Dragon Age series]]. Similar trees exist in [[:Category:FPS Games|First-Person Shooters]] such as [[Borderlands]] and [[Dead Island]]. [[Unlo
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  • Many games divide the gameplay into turns in which one player can do actions. While ma ...loodbowl]] (both in its original form and as a [[Bloodbowl (computer game)|computer game]]) also have rules for [[Turnovers]]. A difference here is however tha
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  • ...do give players possibilities of increasing these resources in some ways. Games that do not do this - and were players do need to use the resources or the ...inecraft]] and [[Valheim]] show that this is not the case for all survival games.
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  • ...unlocking new content). One other type of reward that players can get from games is [[Social Rewards]], rewards that work toward to making players be apprec Note: ''Hallford and Hallford discuss a similar design characteristics in games under the name "Glory Rewards"<ref name="hallford"/>.''
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  • ''Games that are designed so that the events in one game affects events in another ...s and when these other sources are other games, the games become [[Coupled Games]].
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  • ''Text-based message channels in games.'' ...tion means with players, but most that make any use of them in multiplayer games offer several [[Chat Channels]] through the same interface to let players s
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  • ...ng players' activities to determine with gameplay actions will take place. Games that do this have [[Mediated Gameplay]]. ...[[:Category:Card Games|Card Games]], and [[:Category:Pinball Games|Pinball Games]] introduce the same separation between game state, presentation, and possi
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  • ...al players may change their preferences from play session to play session. Games that include design options to let players have varying lengths of their pl [[:Category:Puzzle Games|Puzzle Games]] such as [[Angry Birds]], [[Sokoban]], and the [[Portal series]] don't req
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  • ''Games where the time duration of the entire game instance is negotiable.'' ...play a game is how long time they will have to commit to for its gameplay. Games where the players can decide upon the time limits for the entire game insta
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  • ...There are however many different reasons why people may not feel that the games are for them. While in some cases this may simply be that they do not like ...r positions on high score lists. Other [[:Category:Computer Games|Computer Games]], e.g. [[Counter-Strike]], the [[Quake series]] and [[World of Warcraft]],
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  • ''Games where explicit knowledge of the coverage areas of underlying sensing techno ...not work everywhere. This means that the pattern is difficult to apply on games that have [[Ubiquitous Gameplay]].
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Computer Games]] [[Category:Sport Games]]
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  • [[Category:Games]] [[Category:Action Games]]
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  • [[Category:Games]] [[Category:Fighting Games]]
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  • ''Games where players can belong to different tiers in regards to their expected in ...ameplay for the same periods of time or with the same types of activities. Games with [[Tiered Participation]] try to solve this issue by having several dis
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  • ...cer]], and the [[Starcraft series]], have [[Spectators]] to the individual games that are played. This allows people participating in the tournament but not Games that take place in public environments, e.g. [[ConQwest]], [[Insectopia]],
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  • [[Category:Board Games]] [[Category:Computer-Augmented Board Games]]
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  • In many cases when games are being played, people not playing the game are able to observe it. Those ...lls series]] and [[Minecraft]]) or [[:Category:Turn-Based Games|Turn-Based Games]] (e.g. the [[Civilization (video game) series|Civilization]] and [[X-COM s
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  • ...to players that they are in other parts of the overall gameplay arc of the games. ...money and more powerful magic items the further along players get into the games with specific characters.
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  • [[Category:Adventure Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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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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  • [[:Category:Computer Games|Computer Games]] that support multiplayer games can have problems with too many players in the same place. This can both ca [[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]] such as [[Eve Online]], [[World of Warcraft]] and the [[Everquest series]
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  • Players of games often enact actions in game worlds as well as engage in conversations with ...e-player [[:Category:Computer-based Roleplaying Games|Computer Roleplaying Games]], e.g. [[Arcanum: Of Steamworks and Magick Obscura|Arcanum]], the [[Dragon
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  • ...Updates]] can in this case describe what happens after gameplay ends. For games that move between different scenes or levels, [[Summary Updates]] can provi Adventures for [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] often include [[Summary Updates]] before gameplay begins and between scen
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  • ...] in that events that have taken place in the game world are ignore by the games' own narrations. Note: ''Story structures in games can be inconsistent in many other ways that than through having parts reuse
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  • Many games tell stories as gameplay progresses. This might be through pre-produced mat ...me [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]], e.g. the [[Dragon Age series|Dragon Age]] and the [[Witcher series]], ma
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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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  • ''Enactment of physical actions in games by players doing the actions themselves.'' Some games make players enact the actions they want to happen in these games. [[Physical Enactment]] is a sub category of this type of action that occur
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  • [[Category:Computer Games]] [[Category:Party Games]]
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  • ...hysical actions that players are performing can be used as input to games. Games that do this have [[Mimetic Interfaces]]. ...ranularity can be technically challenging to detect. For this reason, many games using [[Mimetic Interfaces]] have rather limited gameplay actions and the p
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  • [[Category:Computer Games]] [[Category:Party Games]]
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  • ''The underlying structures of stories that games contain or can create.'' ...ones as they are being played. In both cases the gameplay structure of the games can influence these [[Narration Structures]].
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Computer Games]] [[Category:Games]]
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  • ...actions might be punishable if other players detected them in multiplayer games or might make others view the actions in a single-player game more as playi ...anctioned Cheating]] in the context of [[:Category:Computer Games|Computer Games]].
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  • The games [[Lemmings]] and [[Pik-Min]] both make use of different types of units that ...es]] can serve as an example of typical [[Resources]] in a [[:Category:FPS Games|First-Person Shooter]]. Here each player (playing a "survivor") has a healt
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  • While most games have many different game components, not all of them have several different ...[[Dragon Age series]] work in a similar fashion. [[:Category:FPS Games|FPS Games]] that have roleplaying elements in them also make heavy use of [[Character
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  • [[Category:Computer-based Roleplaying Games]] [[Category:Roleplaying Games]]
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  • Some games divide the gameplay time of a game into distinct parts, sometimes for narra ...often used in [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]]. Examples of [[Campaigns]] include "Queen of the Spiders"<ref name="queen
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  • ...ers]] are the use of computer programs controlling physical robots to play games. ...rk, S. (2013). On The Foundations of Digital Games. Foundations of Digital Games 2013, May 14-17, 2013, Crete, Greece.</ref>
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • Games can let many things affect the outcome of gameplay actions and make these u ...erformance players have to do, and when they had to do it. [[:Category:FPS Games|first-person shooters]], e.g. the [[Quake series|Quake]], [[Left 4 Dead ser
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  • Players of games are often tasks with trying to reach a goal without knowing exactly how to ...ystery of the Abbey]], and [[Ricochet Robots]] are examples of multiplayer games that build upon similar [[Solution Uncertainty]].
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Multiplayer Online Battle Arena Games]] [[Category:Computer Games]]
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  • [[Category:Computer-Augmented Board Games]] [[Category:Games]]
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  • Games often strive to challenge players. One of the ways this can be done is thro ...e. the same calculations can be done in them as can be done with a generic computer.
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  • ...what other players will do. They share the latter with perfect information games such as [[Chess]] and [[Go]] but here the unpredictability of other players ...This is also found in computer-based [[:Category:Real-Time Games|Real-Time Games]], e.g. [[Counter-Strike series]], [[League of Legends]], and [[Pong]].
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  • ''Resources in games that are created simply by the passing of game time.'' Players often manipulate various types of resources in games, and in many cases use up these through various actions. [[Regenerating Res
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  • Many games pit players against each other. When several players are pit against each o ...ame instances of [[Diplomacy]] or [[Advanced Civilization]] (including the computer-based variants [[Civilization (video game) series|Civilization series]]).
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  • ...en the competition between them is resolved by eliminating the others, the games have a [[Last Man Standing]] pattern. ...used upon [[Last Man Standing]]. Likewise, the [[:Category:Card Games|Card Games]] [[Magic: The Gathering]] and [[Hearthstone]] use the pattern.
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  • [[Category:Games]] [[Category:Computer Games]]
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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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  • [[Category:FPS Games]] [[Category:Online Games]]
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  • [[Category:FPS Games]] [[Category:Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Downtime]] occurs in games when players perceive themselves as playing, or wanting to play, but they c ...the outcome of their actions rather than trying to perform new actions. In games with [[Ammunition]], the need to reload typically suggests the presence of
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  • ...ttentive at any time, something that also often occurs in naturally evolve games. ...gory:Multiplayer Online Battle Arena Games|Multiplayer Online Battle Arena Games]] (e.g. [[League of Legends]], the [[StarCraft series]] and the [[Defense o
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  • An important part of many games is to let players have a chance of influencing gameplay or the overall outc ...[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]] (e.g. [[Ultima Online]] and [[World of Warcraft]]) allow people to write
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  • Players need to perform actions in all but the rarest of games, and in many cases may have many different actions to choose from. [[Lucky ...[Lucky Guess Solutions]]. Similarly, [[:Category:Adventure Games|Adventure Games]] such as [[The Dig]], the [[King's Quest series]], and the [[Myst series]]
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  • [[Category:Games]] [[Category:Real-Time Games]]
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  • Games typically progress through a series of gameplay events, and in many games these events progress automatically. [[Game Pauses]] are intentional breaks ...ame masters in [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]] or [[Ars Magica]] can interrupt gameplay f
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  • ''Real-time games which have sufficiently long intervals between update phases to let players ...and make use of them for planning or for deciding when to engage with the games.
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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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  • [[Category:Games]] [[Category:Co-Op Games]]
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Strategy Games]]
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  • ...the gameplay being exhaustive or worse to team members. Permitting this in games introduces [[Reserves]] for each team. ...r Games|Computer Game]] example that shows how [[Reserves]] can be used in games with teams as small as those consisting of two members.
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  • Games typically have several players that can affect it, and also often have seve ...ouble variant has. [[Contract Bridge]] is an example of a [[:Category:Card Games|Card Game]] with two-player [[Teams]].
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  • Games with game worlds typically have several areas where interesting gameplay ca ...Apprentice]] is an experimental [[:Category:Computer-Augmented Board Games|Computer-Augmented Board Game]] with the same design structure.
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  • Players or agents in games nearly always have goals that they try to reach. When two or more share goa ...ual Goals]] of beating the other team. Likewise, players in computer-based games such as [[Defense of the Ancients]], the [[Counter-Strike series]], or [[Le
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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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  • Many games require players to constantly consume some type of resource or otherwise dr Ammunition are [[Sustenance Rewards]] in games such as the [[Doom series|Doom]] and [[Half-Life series]] since using vario
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  • Not all games provide players with access to all gameplay content or all actions from the Characters in [[:Category:Roleplaying Games|Roleplaying Games]] such as [[Dungeons & Dragons]], [[GURPS]], the [[Elder Scrolls series]],
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  • ...f rewards. The ones that enable players to act more surely or effectful in games are [[Facilitating Rewards]]. Rewards that progress players closer to compl ...[[Facilitating Rewards]], as can finding ammunition for the weapons. Some games also provide [[Facilitating Rewards]] in the form of vehicles.
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  • ...players do not have complete information regarding resources that exist in games. These resources are [[Secret Resources]] in one sense or another due to th ...S Games]] contain secret areas with [[Secret Resources]]. Examples of such games include the [[Fallout series]], the [[Elder Scrolls series]], the [[Doom se
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  • ''Overuse of saving and loading possibilities in games that replay taking on gameplay challenges.'' ...in many computer games since it allows players to make extended pauses in games as well as try solutions to challenges many times or try different solution
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  • Many computer games allow players to save the game state to be able to continue gameplay from t Examples of games using [[Save Points]] include the [[Assassin's Creed series|Assassin's Cree
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  • ...take extended breaks from computer games and during this time turn off the computer. This causes a problem of how to recreate the game state at a later point i Most [[:Category:Computer Games|Computer Games]] provide support for [[Save Files]], e.g. the [[Doom series]], the [[Tomb
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  • Many computer games make use of save files. [[Password Save Files]] are the ones that are small Examples of games using [[Password Save Files]] include [[The Lost Vikings]], the first [[Pop
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  • [[Category:Games]] [[Category:Computer Games]]
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  • Practically all games make players perform action during (and/or before) game instances. However, ...ategies and tactics which let them perceive their developing skills in the games.
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  • ...action takes place beyond a player's spheres of awareness. In these cases, games may provide explicit indicators, [[Outcome Indicators]] of what has happene [[:Category:Racing Games|Racing Games]], e.g. the [[F-Zero series]] and the [[Need for Speed series]], typically
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  • Games have game states that need to be updated during gameplay. This can feel lik Note: ''the concept of ''[[Excise]] ''comes from the field of Human-Computer Interaction<ref name="cooper"/>.
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  • ...or [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] these maps only work as [[Progress Indicators]] if the gameplay is based ...eby also modify players experiences of [[Time Pressure]]. For [[Unwinnable Games]], they may offer a way for players to compare their game instance with tha
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  • ...wever, complex game states - especially the ones which are maintained in a computer system - may not be able to directly present enough information to players Many [[:Category:Board Games|Board Games]], e.g. [[Amun-Re]], [[Carcassonne]], [[Dominant Species]], [[Inca Empire]]
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  • [[Category:Games]] [[Category:Roleplaying Games]]
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  • Many games require that game elements are moved between places or that their spatial r ...Boards]] are the defining characteristic of [[:Category:Board Games|Board Games]]. Besides classical examples such as [[Chess]], [[Diplomacy]], [[Go]], [[M
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  • ''Information and access to game actions that are presented in computer games as if they were on a plane in front of the presentation of the game world.' Computer games that have game worlds present these to players through user interfaces. How
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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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  • [[Category:Games]] [[Category:Real-Time Games]]
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  • [[Category:Games]] [[Category:Real-Time Games]]
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  • ...y can be said to have [[Ever Increasing Difficulty]]. This is most true in games that can never be won because they always provide new and more difficult ch ..., due to practical reasons concerning programming, the difficulty in these games flatten out as some point so they are weak examples of the game.
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  • [[Category:Games]] [[Category:Computer Games]]
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  • ''Rules that make games end in draws if players make position or game states repeat themselves in a ...ncrease their chances of winning. However, when players meet each other in games their actions can cancel each out in ways that make the positions of game e
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  • [[Category:Computer Games]] [[Category:Platform Games]]
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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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  • Games typically provide players with many goals that they can try to complete. In The [[Ticket to Ride]] series of board games provides each player with a number of ''destination tickets'' which provide
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  • ...towards goals by performing actions that influence a game state. However, games also frequently support other types of actions which do not directly affect ...Extra-Game Actions]] that creates a meta game based upon a game. Note that games such as [[Poker]] do not have betting as [[Extra-Game Actions]] since the a
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  • ''Games where some consequences from game instances have permanent effects on futur ...hings are typically not considered part of that game. Some games, [[Legacy Games]], however do have explicit rules on how the game should be permanently cha
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  • ...hat provides different numbers each time the game is played. However, some games &mdash; especially those that generate new worlds each time they are played
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  • ''Places in games that allow people or things to be hidden.'' Many games have activities which depend on players or things not being easy to find. O
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  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Games]] [[Category:Experimental Art Games]]
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  • ...lecturer of Games Computing at University of Lincoln, UK, in the School of Computer Science. Before Lincoln he worked at Centre for Game Design Research, Royal ...esearch as a research discipline, being one of the founders of the Digital Games Research Association.
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  • ...lecturer of Games Computing at University of Lincoln, UK, in the School of Computer Science. Before Lincoln he worked at Centre for Game Design Research, Royal ...esearch as a research discipline, being one of the founders of the Digital Games Research Association.
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  • [[Category:Computer Games]] [[Category:Games]]
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  • Games typically provide players with many goals which they need to try and succee [[:Category:Fighting games|Fighting Games]], such as the [[Mortal Kombat series]] and the [[Tekken series]], are almo
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  • ...pes of [[Tournaments]] arranged around them. Sports have been described as games that have organizations arranging tournaments in them and upholding their " ...have [[Tournaments]] through AI players in the [[Bloodbowl (computer game)|computer]] version).
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