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  • ...Games]], and [http://www.giantbomb.com/menus-dont-pause-gameplay/3015-7485/games/ this] and [http://www.giantbomb.com/no-game-pause/3015-1578/ this]) [[Quick Games]]
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...me Masters]] (but the latter may also make this assumption invalid). Other games may have them in the rules but these may not be followed. Even though [[Real-Time Games]] make it impossible to undo actions (without resorting to [[Save-Load Cycl
    11 KB (1,619 words) - 08:25, 24 November 2015
  • ''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
  • ...s Steam Achievements to provide similar functionality but does not require games to make use of it. ...''Master of the Mojave''). To encourage players to test the gambling mini-games within the main game one [[Achievements|Achievement]] for each exists (''Do
    18 KB (2,669 words) - 08:02, 4 August 2022
  • ...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
  • ...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
  • Many games are designed to be played many times. In order for these to be interesting, ...possible outcomes that players have very little chance of ever playing two games which are exactly the same. This means that every game session will have ne
    13 KB (1,913 words) - 17:54, 13 March 2018
  • ...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"/ ...illusion that they can explore or interact with more of the diegetic game world than they actually can. Second, the designers may wish to tell a story in a
    22 KB (3,278 words) - 09:10, 21 September 2016
  • ...litators or separated sets of rules to enact other inhabitants in the game world. ...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
  • Games often contain agents that can manipulate the game state but are not humans. ...they do have their [[Own Agenda]], the characterization of people in those games in weak so this is a weak example. The first tutorial bot in [[Quake III Ar
    6 KB (877 words) - 19:47, 14 August 2014
  • ...ls in games. However, diegetic character can have goals regarding the game world or may actually need them to be believable as characters. When these charac ...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
  • ...e better put to use there. To avoid this, games may provide [[Open Destiny|Open Destinies]] so that the unfolding of characters' narrative arcs differs dep [[Open Destiny]] has strong connections to the idea of multiple endings, and many
    11 KB (1,615 words) - 10:12, 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
  • ...chunks are to spatially constrain players into different parts of the game world. These separate parts are typically called [[Levels]]. ...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
  • ...unity of referring to the graphical representation of a person in the game world (a sort of non-player version of the [[Avatars|Avatar]] patterns). Although Many games depict fictional worlds populated with people of more or less human qualiti
    26 KB (3,841 words) - 10:03, 13 May 2022
  • ...se people or creatures have characteristics not directly shown in the Game World that can change during gameplay, these game elements have an abstract eleme ...], [[Torchlight]], the [[Diablo series]], the [[Mass Effect series]] and [[World of Warcraft]].
    28 KB (3,740 words) - 11:15, 18 October 2022
  • [[Category:Games]] [[Category:Roleplaying Games]]
    950 bytes (112 words) - 09:21, 1 August 2011
  • ...r of possible future game states after a couple of actions decide if these games can be said to encourage [[Stimulated Planning]] amongst players. Depending ...of games that [[Stimulated Planning|Stimulate Planning]], and puzzle-like games like [[Ricochet Robots]], [[Continuity]], and [[Cursor*10]] have the same c
    19 KB (2,749 words) - 08:30, 27 August 2021
  • ...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
    39 KB (5,769 words) - 08:28, 27 August 2021
  • ...he parts that make up these stories are created before gameplay begins the games have [[Predetermined Story Structures]]. ...eplay]]. [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] are often less pre-planned regarding events since coordinating these with
    28 KB (3,879 words) - 09:27, 10 March 2018
  • Some games are designed so they allow players to freely interact with the game element ...onal [[:Category:Board Games|Board Games]] and [[:Category:Card Games|Card Games]] that are not mediated through a computer system support [[Free Game Eleme
    4 KB (583 words) - 10:22, 10 November 2015
  • ''Ways for players to move between different places in a game world without visiting the intermittent places.'' ...ous ways of letting players instantaneously move from one part of the game world to another.
    6 KB (892 words) - 11:23, 6 July 2016
  • ...sily to succeed in games if one has help. While these may be other people, games can also provide characters and other entities, commonly called [[Companion Many roleplaying games such as [[Dungeons & Dragons]] and [[GURPS]] allow players to get trained a
    12 KB (1,707 words) - 15:40, 6 August 2015
  • ...rs' control in games give people the possibility to interact with the game world. Doing so does however also provide a means for those players to define tho ...found in some [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], e.g. [[CORPS]] and [[Basic Role-Playing]]. Here, the successfully use of
    11 KB (1,564 words) - 12:37, 4 August 2015
  • Narration in games (and other media) can be done in two ways to align players with the events ...ty natural for the genre since it is defined by how one perceives the game world from the view of one character.
    8 KB (1,056 words) - 09:21, 10 March 2018
  • ...aft]] can have different relations to the many [[Factions]] that exists in games. Their standings are measure by the reputation value they have to each spec ...f-Facilitated Rules]]. Of course, [[Factions]] can play important roles in games without players being members of them. The most obvious case is as [[Enemie
    12 KB (1,730 words) - 07:21, 6 May 2022
  • While rivalry can exist in many forms in games, [[Internal Rivalry]] is a conflict in which the progress of a conflict is ...same equipment for their characters. These rivalries can easily turn into open conflicts in the aftermaths of raids as the desired equipment is bound to t
    11 KB (1,592 words) - 08:54, 11 October 2022
  • ...ency]] or showing this information within the reference system of the game world. ...criptions or when disagreements arise on what is actually part of the game world or not, or what actions are possible to do or not.
    15 KB (2,109 words) - 09:05, 8 April 2022
  • ...er fictional worlds (from literature, movies, or other games) and the real world they can help players understand the underlying structure of the game syste ...e of fictive worlds to base differences on how the games are set up. Other games, e.g. [[Dominion]] and [[Race for the Galaxy]], have descriptions of [[Game
    29 KB (4,196 words) - 21:55, 19 March 2018
  • [[Category:Games]] [[Category:Roleplaying Games]]
    719 bytes (84 words) - 08:48, 16 August 2012
  • [[Category:Games]] [[Category:Computer Games]]
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  • [[Category:Survival Games]] [[Category:Games]]
    792 bytes (98 words) - 14:49, 25 August 2022
  • ..., and whole game worlds. With the appearance of computer-based roleplaying games, programs could replace people in the role of [[Game Masters]] at the expen ...leases which have followed since then, including [[Paranoia]], the various games using the [[Storytelling System]], and [[Fallen Reich]].
    19 KB (2,776 words) - 07:11, 8 April 2022
  • ...e game design, this [[Non-Player Help]] can provide unexpected support and open up for social interaction beyond that contained in the gameplay itself. ...t with other people without being sure if they are performing roles in the games or are simply random people caught up in the gameplay. Although difficult t
    7 KB (963 words) - 12:06, 19 March 2018
  • Some games are designed to let people that are not playing know how gameplay progress. Games residing on social media platforms, e.g. [[FarmVille]] and [[Mafia Wars]],
    5 KB (741 words) - 10:36, 1 July 2015
  • ...es put players' game elements are risk. To allow players rest these risks, games can be design so that some parts of the game environment provide protection ...eats and have time to consider what to do next, and which part of the game world travel to next.
    8 KB (1,191 words) - 13:31, 26 March 2018
  • ''Goals within games with rewards associated to their completion.'' ...he game and some which are optional. This also goes for action roleplaying games such as [[Torchlight]].
    10 KB (1,303 words) - 10:09, 13 May 2022
  • ...ery large. To solve one or all of these issues games can, like in the real world, offer [[Vehicles]] as a solution. ...]] allowed various forms of instantaneous travel between parts of the game world (including riding giant insects), [[Oblivion]] lets players ride horses bet
    9 KB (1,218 words) - 13:52, 21 July 2016
  • ...how actions or events function due to being in a specific part of the game world.'' ...mings, while the [[Super Mario series]] varies the effects of lava between games.
    12 KB (1,715 words) - 11:18, 18 October 2022
  • [[Category:Games]] [[Category:Racing Games]]
    700 bytes (84 words) - 08:48, 16 August 2012
  • [[Category:Computer Games]] [[Category:Action Games]]
    627 bytes (73 words) - 10:28, 18 January 2015
  • [[Category:Computer Games]] [[Category:Action Games]]
    814 bytes (108 words) - 16:44, 27 March 2011
  • Roleplaying games [[Dungeons and Dragons]] and [[Hârnmaster]] make intense use of [[Tools]], ...ny computer games, including [[Left 4 Dead series]], [[Torchlight]], and [[World of Warcraft]]. While also doing this, [[Minecraft]] and the [[Team Fortress
    11 KB (1,582 words) - 07:36, 19 May 2022
  • ...me items within game worlds through actions. By allowing these activities, games explain how the items come to be in the worlds as well as offer players the ...]] such as [[Entropia Universe]], [[Eve Online]], [[Ultima Online]], and [[World of Warcraft]]. Here, players can craft weapons, armor, and tools depending
    7 KB (990 words) - 08:12, 17 June 2022
  • [[Game Items]] play larger roles in [[:Category:Roleplaying Games|Roleplaying Games]] such as [[Dungeons and Dragons]] and [[GURPS]], both as rewards and as wa ...on Roleplaying Games|LARPs]] also put much emphasis on [[Game Items]]. For games such as [[1942 – Noen å stole på]] and [[Dragonbane]], players need to
    13 KB (1,846 words) - 07:26, 9 August 2022
  • ...venture game [[Another World]] forces players to explore a dangerous alien world where any wrong movement can lead to the triggering of some sort of [[Traps Games which consist of exploring dungeons, e.g. [[Dungeons & Dragons]], [[NetHack
    11 KB (1,586 words) - 08:04, 27 July 2015
  • ...stacles]] are locked doors that require keys of various kinds. Examples of games that have this include [[The Legend of Zelda series]], the [[Doom series]], ...cles]] as hindering [[Movement]] or [[Line of Sight]], but letting players open or create the [[Warp Zones]] during gameplay, as is the characteristic game
    11 KB (1,595 words) - 13:40, 26 March 2018
  • Games are typically set in some world but it is either for gameplay purposes or production purposes seldom worthw ...example, by using bombs to blow away blocking boulders and special keys to open the locked doors. The [[Super Mario series]] has similar structures, but ma
    14 KB (2,120 words) - 12:31, 1 September 2016
  • ...m other, often less detailed, areas, so that an illusion of a greater game world can be created. Typically game designs try to steer players so that they do ...in the [[Portal series]] does this as well to give an illusion of a larger world than the players can actual enter.
    6 KB (839 words) - 07:14, 3 August 2015
  • ...ors that could only be reached by quickly moving some distances within the games. Both the [[Elder Scrolls series|Elder Scrolls]] and makes use of [[Switche ...designer precise ways of knowing when players perform specific actions in games, especially when they can only be used once. This can be used to know when
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