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  • ...nd Concepts]] - see also the category of [[:Category:Pattern Related Notes|Pattern Related Notes]]. ...press clearly intentions, analyses, and opinions regarding gameplay. See [[Pattern-Based Methods]] for more specific suggestions on how to use them.
    15 KB (2,126 words) - 07:08, 2 May 2024
  • Note: to make a new pattern, use the [[Gameplay Design Pattern Template]] [[Limited Resources]] <- Should be removed (but take info from old pattern)
    45 KB (6,258 words) - 09:28, 24 November 2023
  • == Using the pattern == ...[Selectable Set of Goals]] (which gives players a [[Freedom of Choice]] as long as they are aware of all parts of the set). The first levels of the ''Miles
    13 KB (1,922 words) - 08:07, 4 August 2022
  • == Using the pattern == ...ctions]] goal by simply requiring that the goals are reached many times as long as one assumed that players will reach a certain level of [[Gameplay Master
    8 KB (1,150 words) - 08:24, 4 August 2022
  • == Using the pattern == ...of the game state (other events may affect that part of the game state as long as all affect it in the same way or direction). Other ways of making [[Irre
    11 KB (1,619 words) - 08:25, 24 November 2015
  • == Using the pattern == ...turn Visits]], they force players into [[Risk/Reward]] calculations on how long they can stay away from the game.
    6 KB (888 words) - 10:03, 16 March 2018
  • == Using the pattern == ...akes [[Challenging Gameplay]] a [[:Category:Subjective Patterns|Subjective Pattern]]. Although the difficulty of a game is individual to each player, games ca
    23 KB (3,355 words) - 16:03, 3 October 2016
  • ...are at risk at once and gameplay continue without too much disturbance at long as some of them still remain. Since each of these can be said to be one of ...it from one point of a level to another. Which make it is not important as long as a sufficient number do.
    4 KB (699 words) - 22:40, 2 August 2011
  • ...ily stimulated [[:Category:Sports|Sports]] by requiring players to perform long sequences of [[Rhythm-Based Actions]], and the outcome was judged upon how == Using the pattern ==
    6 KB (852 words) - 08:28, 11 October 2022
  • ...time left to complete something, but may also not be presented at all (as long as players are made aware of the pressure at some point). However, the amou ...of finishing something as quickly as possible but avoiding failure for as long as possible.
    6 KB (933 words) - 09:05, 21 September 2016
  • == Using the pattern == ...through dying, in fact this is common in many early examples of using the pattern.
    11 KB (1,707 words) - 10:21, 15 March 2023
  • == Using the pattern == ...their own right (at least on a diegetic level), so a primary need for the pattern is to create such suitable game components. This is typically [[Avatars]] o
    22 KB (3,137 words) - 07:22, 8 April 2022
  • == Using the pattern == ...choosing when to play is modulated by how long the ticks are (although too long ticks can also cause [[Downtime]]).
    13 KB (1,995 words) - 08:24, 8 August 2015
  • ...Havens]] where [[Avatars]] can safely restock and shoot out at infected as long as the doors are closed. The exception to this is that Tanks can break down ...e group's abilities in different situations, e.g. sniping lone infected at long distances or meeting charging hordes in close-quarters battles. Although th
    26 KB (4,124 words) - 10:03, 13 May 2022
  • ...players can plan or perform certain actions while other put limits on how long the game as a whole can take. By doing so they can guarantee that the game == Using the pattern ==
    17 KB (2,648 words) - 09:05, 21 September 2016
  • ...nd ''Tank Burger'') while others require especially good successes (e.g. ''Long Distance Carrier'' and ''Wing and a Prayer'') or doing actions in specific == Using the pattern ==
    18 KB (2,669 words) - 08:02, 4 August 2022
  • ''Actions that take so long to complete that they require players to miss opportunities to perform othe == Using the pattern ==
    10 KB (1,419 words) - 08:55, 10 August 2016
  • The negotiation game [[So Long Sucker]] by John Nash requires players to provide help to other players to == Using the pattern ==
    12 KB (1,820 words) - 16:10, 8 February 2019
  • ...ave to have any concept of teams for [[Cooperation]] to be necessary; [[So Long Sucker]] and [[Diplomacy]] make players join up to beat other players only == Using the pattern ==
    15 KB (2,097 words) - 07:00, 8 April 2022
  • == Using the pattern == ...s]], and for [[Ephemeral Goals]] this may include when they appear and how long they exist.
    21 KB (2,978 words) - 08:57, 15 March 2023
  • ...r for players to make these commitments it can be good know in advance how long the game instance will be. Games can support this through being designed to == Using the pattern ==
    6 KB (1,007 words) - 09:15, 14 July 2015
  • == Using the pattern == ...earlier ones. Since the experience of closures are highly subjective, the pattern is a subjective one and even more so than for other patterns ensuring its p
    8 KB (1,054 words) - 14:26, 25 August 2022
  • ...] include [[Diplomacy]], [[Illuminati]], [[Intrigue]], [[Junta]], and [[So Long Sucker]]. == Using the pattern ==
    24 KB (3,511 words) - 09:04, 21 September 2016
  • == Using the pattern == ...s to the overall challenges and therefore can provide [[Replayability]] as long as players are willing to change roles between game instances or game sessi
    13 KB (1,913 words) - 17:54, 13 March 2018
  • ...Games]] which offers players [[Further Player Improvement Potential]] for long period of time include team-based games such as [[Defense of the Ancients]] == Using the pattern ==
    6 KB (828 words) - 20:14, 11 August 2016
  • == Using the pattern == ...]] to be able to affect one's environment is probably the most fundamental pattern needed to create the appearance of [[Agents]] in a game. This since without
    13 KB (1,900 words) - 08:18, 26 September 2016
  • ...tween the two, and this is not the case in those situations. However, this pattern is described to be useful regardless if an abstract representation exists a ...and that it shouldn't matter for the games' definitions who participate as long as they match certain criteria.
    27 KB (4,016 words) - 18:14, 9 August 2016
  • == Using the pattern == ...can run into problems of having to many combinations, especially when the pattern is applied on many [[Characters]]. An alternative, which the [[Victoria 2]]
    11 KB (1,615 words) - 10:12, 13 May 2022
  • ...h hay or leaves (note that these are not examples of the [[Leap of Faith]] pattern since players know beforehand that they are safe to do). Birds are typicall
    8 KB (1,202 words) - 10:03, 13 May 2022
  • == Using the pattern == ...n cause [[Surprises]] or as effects of players' actions through use of the pattern [[Actions Have Diegetically Social Consequences]]. One example of this can
    17 KB (2,420 words) - 12:27, 12 August 2016
  • ...Games]] in which this occurs include [[Diplomacy]], [[Intrigue]], and [[So Long Sucker]]. Some [[:Category:Board Games|Board Games]], e.g. [[Battlestar Gal == Using the pattern ==
    7 KB (1,057 words) - 07:53, 8 August 2015
  • ...ation between players rather than the more formalized cooperation that the pattern [[Teams]] describe.'' == Using the pattern ==
    4 KB (609 words) - 12:48, 18 March 2018
  • == Using the pattern == ...([[Dance Dance Revolution series]] and the [[Rock Band series]]), but the pattern can be used more generalized in [[Turn-Based Games]] or simply any game whe
    12 KB (1,784 words) - 13:03, 6 September 2016
  • ...the perk "Teamwork" can form up in combat to gain additional advantages as long as they stay close together. == Using the pattern ==
    6 KB (922 words) - 20:43, 31 July 2015
  • ...ons are allowed and others not allowed. Most traditional games follow this pattern by letting one player plan and then execute an action as a turn and then le ...structure which is associated with one player but no player needs to wait long between being able to act in the game.
    14 KB (2,082 words) - 08:26, 8 August 2015
  • == Using the pattern == ...pdate game states are restricted to one player at a time while the related pattern [[Turn-Based Games]] discusses the general effects of dividing games into d
    14 KB (2,101 words) - 09:28, 21 September 2016
  • ...e]] allows players to purchase houses which are [[Private Game Spaces]] as long as their owners retain control of the keys to them. == Using the pattern ==
    9 KB (1,300 words) - 08:26, 8 August 2015
  • == Using the pattern == ...ce Invaders]]. [[Speedruns]] is another, which is the keeping track of how long time it takes to complete levels or races in a game, and can be found in th
    6 KB (838 words) - 10:41, 6 July 2016
  • == Using the pattern == ...ts of [[Conditional Passageways]] need to first be possible after making a long journey, but when these are met player can return quickly.
    3 KB (507 words) - 07:17, 3 August 2015
  • ...-oriented computer games can be said to have an extremely weak form of the pattern through having just one abstract value, typically a health value. Examples == Using the pattern ==
    28 KB (3,740 words) - 11:15, 18 October 2022
  • == Using the pattern == [[Predetermined Story Structures]] is a common tool to provide players with a long-term goal not immediately accessible, but [[Diegetically Outstanding Featur
    19 KB (2,749 words) - 08:30, 27 August 2021
  • Note: ''This pattern uses players varyingly to signify those participating in a game or a meta g == Using the pattern ==
    7 KB (1,100 words) - 15:09, 19 March 2018
  • == Using the pattern == ...out the fundamental rules of cause and effect in computer games, about the long-term consequences of actions, or about the game state. For the first two ca
    10 KB (1,366 words) - 07:57, 11 August 2016
  • == Using the pattern == ...rary [[Enemies]]. In addition, these need either a fixed limitation on how long the hostile stance is maintained (which gives rise to an [[Ultra-Powerful E
    22 KB (3,194 words) - 08:51, 11 October 2022
  • == Using the pattern == ...player Online Games]], MUDs, such as [[Kingdoms]] or [[DragonMud]]) but as long as at least some players have [[Privileged Abilities]] to modify the game s
    14 KB (2,080 words) - 19:27, 31 July 2015
  • ...ulating the right places can continue to try ''Domestication attempts'' as long as they occupy the place and can do the ''Elder Expenditure'' action. == Using the pattern ==
    8 KB (1,270 words) - 11:07, 9 March 2018
  • [[Category:Long pattern]] == Using the pattern ==
    39 KB (5,769 words) - 08:28, 27 August 2021
  • == Using the pattern == ...mselves [[Predetermined Story Structures]] unless combined with some other pattern. The elements can be compartmentalized by [[Inaccessible Areas]] and [[Leve
    28 KB (3,879 words) - 09:27, 10 March 2018
  • == Using the pattern == ...Rules]] provides [[Freedom of Choice]] to players on a rules level and, as long as the decisions on which to use are in their hands instead of a [[Game Mas
    8 KB (1,206 words) - 21:07, 5 July 2015
  • == Using the pattern == ...s can be the basis for allowing [[Pottering]] activities within a game (as long as other aspects such as [[Tension]] is lacking from the experience). For g
    6 KB (945 words) - 12:56, 4 August 2015

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