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  • ...igns]], with the aim of supporting the design and analysis of all types of games. The bulk of the content is in individual patterns, with game pages be nume ...rs.se/Bjork_and_Zagal-Game_Design_and_RPGs.pdf Game Design and RolePlaying Games]. In Zagal, José P. and Deterding, S. (eds.), Role-Playing Game Studies: T
    15 KB (2,126 words) - 07:08, 2 May 2024
  • ''Computer or mechanical systems responsible for running individual game instances.'' Computer-mediated games need programs to uphold the game state, handle input from players and provi
    7 KB (1,065 words) - 18:08, 29 January 2015
  • Many computer games offer different ways of playing them, both in regards to which quests to st ...re focused on one strategy of completing or winning the game. However, for games with [[Varied Gameplay]] one can construct [[Testing Achievements]] to make
    7 KB (1,108 words) - 08:23, 4 August 2022
  • [[Category:Team-based Games]] [[Category:FPS Games]]
    670 bytes (82 words) - 09:44, 18 January 2015
  • [[Category:FPS Games]] [[Category:Online Games]]
    638 bytes (80 words) - 11:44, 17 July 2015
  • ...These, and the computer games that followed them, thus became [[Real-Time Games]] in the sense that the game system updates automatically without player in ...craft]] and [[StarCraft series]], modify the usually slow pace of strategy games by making the game system continue without player interaction.
    11 KB (1,669 words) - 06:58, 14 April 2022
  • [[Category:Computer Games]] [[Category:Real-Time Games]]
    483 bytes (57 words) - 20:00, 24 March 2011
  • ''Games that do not have any winning conditions.'' ...ems they use have no state defined as winning or no way to get there. Such games can still pose interesting challenges to players either by letting players
    11 KB (1,707 words) - 10:21, 15 March 2023
  • [[Category:Games]] [[Category:Computer Games]]
    590 bytes (68 words) - 19:33, 9 January 2011
  • Games require players to adopt goals but some games make players adopt the role of fictive people and the roles they have goals ...s]]. For [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]], see Stark 2012<ref name="Stark"/> for an overview of the American versio
    22 KB (3,137 words) - 07:22, 8 April 2022
  • Many casino games, e.g. [[Roulette]] or [[Blackjack]], consist of many quite quick game insta ...e Wars]], and the [[Team Fortress series]] as well as in real-time tactics games such as [[World in Conflict]].
    13 KB (1,995 words) - 08:24, 8 August 2015
  • [[Category:Games]] [[Category:Computer Games]]
    826 bytes (117 words) - 09:59, 2 January 2011
  • [[Category:Games]] [[Category:Computer Games]]
    26 KB (4,124 words) - 10:03, 13 May 2022
  • [[Category:Games]] [[Category:Board Games]]
    7 KB (1,041 words) - 12:52, 18 March 2018
  • ...e any given specific game instance, typically not stored on a player's own computer and publicly viewable through the internet. ...s Steam Achievements to provide similar functionality but does not require games to make use of it.
    18 KB (2,669 words) - 08:02, 4 August 2022
  • ''Games that make use of other players' game instances to provide input to the game ...yer games and the isolated gameplay of single-player games - single-player games can of course provide or encourage social interaction outside gameplay and
    8 KB (1,159 words) - 08:25, 8 August 2015
  • [[Category:Games]] [[Category:Experimental Art Games]]
    1 KB (206 words) - 17:40, 9 January 2011
  • ...n games so that each game instance can be different. This in turn can make games interesting to play several times independent of how much variety comes fro ...ion]] where the draw stacks need to be reshuffled several times during the games.
    21 KB (2,978 words) - 08:57, 15 March 2023
  • [[Category:Games]] [[Category:Computer Games]]
    557 bytes (69 words) - 19:41, 9 January 2011
  • Some games introduce new things into the game environment as gameplay progresses. This ...(besides possibly then inserting them into the actual battle. Roleplaying games such as [[Dungeons & Dragons]] often have some initial locations with enemi
    11 KB (1,688 words) - 11:19, 6 April 2018
  • ...layers to feel that they are more likely to success or perform better, the games are letting them feel [[Luck]]. ...l [[Luck]], and [[Craps]], [[Guts]], and [[Roulette]] are examples of such games. [[Blackjack]], [[Mahjong]], [[Poker]], and [[Texas Hold'em]] also hold lar
    9 KB (1,303 words) - 12:58, 9 April 2018
  • All games require some effort to maintain and update the game state. This may be as e ...mine winners. Although not part of the definitions of board games and card games such as [[Chess]], [[Go]], [[Contract Bridge]], the [[Pokémon Trading Card
    20 KB (2,916 words) - 09:30, 23 August 2021
  • ...make use of the skills and equipment used by the diegetic characters. When games make use of both simultaneously, so both player and character characteristi ...Unexplored]] works similarly but as a real-time [[:Category:Computer Games|Computer Game]] also puts demands on players manual dexterity and reflexes.
    9 KB (1,232 words) - 08:07, 14 August 2016
  • ''Games where gameplay is easy to begin, perform, pause, and end, without negativel ...s. In this four main areas of difference between causal games and hardcore games are discussed: fictional presentation, game knowledge required, time invest
    8 KB (1,148 words) - 09:26, 15 July 2016
  • The outcome of many games depend on the skill or knowledge of those playing it. For players that do p [[Chess]] and [[Go]] are classical examples of [[:Category:Board Games|Board Games]] which allow [[Further Player Improvement Potential]] for a lifetime to mo
    6 KB (828 words) - 20:14, 11 August 2016
  • [[Category:Computer Games]] [[Category:Console Games]]
    620 bytes (72 words) - 13:21, 20 March 2011
  • [[Category:Computer Games]] [[Category:Games]]
    559 bytes (68 words) - 22:23, 6 January 2011
  • ...game is a series of interesting choices,” but also in how definitions of games mention goals, conflicts and uncertainty (e.g. Suit<ref name="GameDefSuit"/ Some games allow actions that do not actually make players come closer to achieving go
    22 KB (3,278 words) - 09:10, 21 September 2016
  • [[Category:Games]] [[Category:Computer Games]]
    544 bytes (63 words) - 19:31, 9 January 2011
  • [[Category:Games]] [[Category:Board Games]]
    865 bytes (100 words) - 12:16, 28 January 2015
  • .... While these may overlook other aspects and include fantastical elements, games often include representations of [[Agents]] that actively work towards goal ...is they show little evidence for agency. In contrast, the enemies in later games such as [[Braid]], [[Gauntlet]], the [[Doom series]], the [[Left 4 Dead se
    13 KB (1,900 words) - 08:18, 26 September 2016
  • ...the game system is in this case not consistent with the original meaning; games having this design are in fact closer to using the ''Horse'' concept in Voo ...he game and provide an anchor for the players' emotional investment in the games.
    27 KB (4,016 words) - 18:14, 9 August 2016
  • ...games putting players in charge of small groups. In contrast, roleplaying games such as [[Dungeons & Dragons]] have players controlling one character of th ...ed to expose players to many enemies - this is especially common in zombie games, e.g. the [[Left 4 Dead]] series, the [[Dead Rising]] series, and [[Zombiep
    23 KB (3,275 words) - 08:16, 21 September 2016
  • ...ovement, closeness, etc., in non-combat aspects of the gameplay make these games lack some [[Awareness of Surroundings]] that socially believable characters ...coded in the various items of the environment, something which allows the games to easily be expanded with new items.
    3 KB (463 words) - 20:25, 12 August 2014
  • ...and can be annoyed or disappointed if these are not met. Making agents in games be able to show [[Emotional Attachment]] is a way to counter this by having [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] typically can show some [[Emotional Attachment]] but not do so consistent
    4 KB (587 words) - 21:50, 1 August 2014
  • Players have goals in games. However, diegetic character can have goals regarding the game world or may ...n criteria and therefore excludes many other types of goals agents playing games can have, e.g. social or experiential ones.''
    4 KB (580 words) - 15:27, 26 October 2015
  • [[Category:Games]] [[Category:Action Games]]
    8 KB (1,202 words) - 10:03, 13 May 2022
  • Many games worlds contains more entities such as animals, people, monsters, or robots ...case the [[Algorithmic Agents]] are also used to provide opponents but in games such as [[Fable II]], [[Fallout series]], [[NetHack]], and [[Torchlight]] t
    17 KB (2,420 words) - 12:27, 12 August 2016
  • ..., [[Intrigue]], and [[So Long Sucker]]. Some [[:Category:Board Games|Board Games]], e.g. [[Battlestar Galactica: The Board Game]] and [[Shadows over Camelot ...n them). [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] such as [[1942 – Noen å stole på]] and [[Monitor Celestra]] are simil
    7 KB (1,057 words) - 07:53, 8 August 2015
  • ...p them to be as the players want, these are [[Player-Created Characters]]. Games with these allow players to customize not only the characters but through t ...y to begin more quickly. [[Ars Magica]] and [[GURPS]] are examples of such games where players spend points to determine attributes and other important char
    7 KB (957 words) - 11:47, 17 July 2016
  • ''Games where the gameplay is clearly divided into clearly defined parts where play ...ct and perform one action. However, this can challenged in various ways in games while still having them be perceived as having turns, e.g. by having severa
    14 KB (2,082 words) - 08:26, 8 August 2015
  • One way that games can divide gameplay into separate sections or chunks are to spatially const ...i. e., each level presents new enemies and puzzles for the player. In some games, the levels can also have different primary activities the player has to pe
    21 KB (3,112 words) - 21:52, 19 March 2018
  • Many games depict fictional worlds populated with people of more or less human qualiti Although not that interesting as personalities, early arcade games such as [[Pac-Man]] can be said to have [[NPCs]] since each of them was giv
    26 KB (3,841 words) - 10:03, 13 May 2022
  • [[Category:Games]] [[Category:Computer Games]]
    582 bytes (67 words) - 12:46, 30 June 2014
  • Many games let players control game elements that represent people or creatures that a ...s such as the [[The Elder Scrolls series]] and the [[Fallout series]], and games building on the genre, e.g. [[NetHack]], [[Torchlight]], the [[Diablo serie
    28 KB (3,740 words) - 11:15, 18 October 2022
  • [[Category:Games]] [[Category:Computer Games]]
    589 bytes (69 words) - 12:48, 6 August 2011
  • [[Category:Computer Games]] [[Category:Games]]
    554 bytes (64 words) - 19:30, 9 January 2011
  • [[Category:Computer Games]] [[Category:Games]]
    546 bytes (64 words) - 19:28, 9 January 2011
  • [[Category:Games]] [[Category:Computer Games]]
    451 bytes (51 words) - 22:26, 6 January 2011
  • [[Category:Games]] [[Category:Computer Games]]
    647 bytes (86 words) - 22:09, 21 March 2011

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