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  • ...ed to perform, actions does not mean that they will affect the game state. Games that allow actions to be interrupted before they affect the game state, eit Fighting games such as the [[Tekken series]] allow players to block opponent's attacks, ef
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  • ''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
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  • ...on the odds, showing a limited [[Sense of Self]]. Enemies that players are fighting in the [[Elder Scrolls series]] behave in the same fashion. ...mic Agents]] by implementing this pattern in its algorithms. Typically all games with [[Algorithmic Agents]] have some level of the pattern since these [[Ag
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  • ...ng feature but left in as a hidden possibility<ref name="wiki"/>. That the fighting theme is not an essential aspect of [[Combos]] can easily be seen through t ...resulting in a ''double jump''. This maneuver is founded in several other games, e.g. as a special ability for the ''Scout'' class in the second installmen
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  • 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
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  • ...but in other cases they may be necessary to do in all game sessions. Some games explicitly build [[Experimenting]] into gameplay as puzzles. In these cases Linderoth<ref name="Linderoth"/> points out that actions in games are either ''exploratory'' or ''performatory'', where the former can be see
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  • Many games make players plan what actions to perform based upon which possible action ...er]], [[Stratego]], [[Agricola]], and [[Amun-Re]] are all examples of such games that require extensive [[Tactical Planning]].
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  • Many games have game elements that portray people or monsters that try and hinder play ...ges to the players even though they have a limited set of behaviors. Later games like the first-person shooter [[Doom series]] and the real-time strategy [[
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  • ...esides the different strategies one can use while training. Similarly some games, e.g. [[Tic-Tac-Toe]], provides several choices of where to place one's tok Open-ended games like the [[Sims series]] provide players with a multitude of game elements
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  • [[Category:Computer Games]] [[Category:Fighting Games]]
    596 bytes (70 words) - 12:12, 30 April 2011
  • ...ndicap Systems]] - in this case to let players decided on how easy or hard games should be. Fighting games such as the [[Tekken series|Tekken]] or [[Dead or Alive series]] allow play
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  • [[Category:Computer Games]] [[Category:Fighting Games]]
    612 bytes (73 words) - 12:11, 30 April 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
  • ...ased on game elements, rules, possible actions, or evaluation functions of games without regards to specific game states.'' ...is [[Strategic Knowledge]]. Although this is in fact not necessary to play games, e.g. in the case were one has not yet observed reoccurring aspects or the
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  • In games where combat occurs, the characteristics of gameplay locations can heavily ...field series]], the games do not have clear [[Arenas]] but combat in these games are often located to specific areas anyway.
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  • ...ers. [[Strongholds]] are the ones that are especially suited for defensive fighting, often having few ways of reaching time and letting defenders covers these ...ign Patterns in FPS Levels'', paper presentation at Foundations of Digital Games 2010, June 19-21, Monterey, CA, USA.</ref>
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  • [[:Category:Fighting Games|Fighting Games]] such as the [[Street Fighter series|Street Fighter]] or [[Tekken series]] ...s]] players of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]] or [[Fiasco]] have. This since while there
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  • ...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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  • When damage in games does not directly lead to death or elimination, this still has to have some ...ke use of "hit points" in similar style. The [[:Category:Board Games|Board Games]] [[Ghost Stories]] and [[Talisman]] keep track of [[Health]] through token
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  • ...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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  • Games in which different types of actions or activities are possible open up for ...er equipped with missile launchers or flamethrowers to make them better at fighting specific types of enemies. All other armies in the game have similar ways o
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  • Games where players can incrementally draft game elements sometimes present sever ...r]]) also have [[Drafting Spreads]] but here taking "later" cards in these games costs money.
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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"). ...g undertone of being an optional activities and being strongly related to fighting. This pattern however describes a more generalized usage based on its core
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  • ...n introduced. It was first with the advent of massively multiplayer online games that a need to distinguish between combat against the other players and aga ...as a concept to describe optional gameplay in massively multiplayer online games. While this means that [[PvP]] has assumptions of being optional and being
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  • ...nt to gameplay. This [[Player-Avatar Proximity]] feature can only occur in games where players' locations are mapped to virtual environment (or vice versa) ...same possibility of moving. These two ways of locomotion is likely to give games additional [[Replayability]], especially if players need to choose [[Charac
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  • [[Category:Games]] [[Category:Fighting 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:Games]] ...Scorpion Swamp'', written by (the American) Steve Jackson as part of the ''Fighting Fantasy'' [[:Category:Gamebooks|Gamebooks]] series by Ian Livingstone and (
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  • ''The ability of agents in games to show that they can recollect important events that took place during gam The people and other entities depicted as conscious beings in games need to have certain abilities to be perceived as social believable. One of
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  • Games often evaluate players against each other during gameplay and to determine ...e. players being able to knockout each other at the same time. Examples of games with this feature include the [[Street Fighter series|Street Fighter]] and
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  • ...Energy Penalties]] are those that do not automatically remove players from games or force them to repeat actions again but rather those that reduce numerica ...[[Dark Age of Camelot]]), and [[:Category:Multiplayer Online Battle Arena Games|MOBAs]] (e.g. [[League of Legends]] and the [[StarCraft series]]).
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  • Players can encounter enemies in many games. In some of these games, the game causes large number of such enemies to stage massed attack agains ...orithm intended to create alternating periods of relative calm and chaotic fighting.
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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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  • ...y consider the skill of players and usually only apply to the beginning of games. The symmetry in traditional board games such as [[Chess]] or [[Go]] guarantee a high level of initial [[Player Bala
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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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