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  • ==== Information and Communication ==== [[Asymmetric Information]] (link to [[Tension]]) (add to category Symmetry Patterns)
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...ments in that players will sooner or later get them it they persevere. For games while allow several different ways of playing, [[Grind Achievements]] can b ...ecorded levels require uninterrupted gameplay for several hours (the first perfect score for [[Pac-Man]] took about 6 hours, which by 2010 been shaved to less
    13 KB (1,922 words) - 08:07, 4 August 2022
  • Players can spend considerable amounts of time planning their actions in some games. When this makes other players have to wait since gameplay cannot continue [[Chess]] and [[Go]] have been used as prime examples of games where there is a possibility to almost endlessly analyze possible future ac
    10 KB (1,463 words) - 15:55, 25 January 2018
  • [[Category:Board Games]] [[Category:Games]]
    2 KB (253 words) - 18:35, 14 August 2012
  • [[Category:Board Games]] [[Category:Games]]
    1 KB (159 words) - 17:17, 16 May 2011
  • [[Category:Games]] [[Category:Board Games]]
    7 KB (1,041 words) - 12:52, 18 March 2018
  • ...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
  • Games may make players feel stress or apprehension, but this is typically less or ...n easily create [[Tension]] in games, and is often augmented through these games having dark and claustrophobic environments.
    24 KB (3,511 words) - 09:04, 21 September 2016
  • 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
  • For games to be interesting to play, players must feel that they can influence the ou ...eterminable Chance to Succeed]]. Other [[:Category:Gambling Games|Gambling Games]], e.g. [[Blackjack]] or [[Texas Hold'em]] allow players to make some calcu
    7 KB (1,024 words) - 15:30, 31 July 2015
  • Many games only let one player act at a time. This [[Turn Taking]] makes the evaluatio Many classic [[:Category:Board Games|Board Games]], including [[Chess]], [[Go]], and [[Hnefatafl]], alternate between two pl
    14 KB (2,101 words) - 09:28, 21 September 2016
  • ...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
  • 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]].
    11 KB (1,519 words) - 07:40, 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
  • [[Category:Information Patterns]] ''Information available to a player is limited to the information available to one single character.''
    8 KB (1,056 words) - 09:21, 10 March 2018
  • ''The passing, from a character to another, of information that has, or can have, influence on the gameplay.'' ...gardless of if they are under player control or not. Besides the role this information can have in the development of a story, it can also trigger new goals for p
    7 KB (959 words) - 14:31, 12 January 2018
  • Many games, e.g. racing games, depend on completing some activity as quickly as possible. Even so, after ...ry speed challenges of [[Speedruns]] and those required by rules in racing games, this pattern make not distinction between the two as the design options be
    8 KB (1,193 words) - 08:20, 6 November 2019
  • ...nel<ref name="Csikszentmihalyi"/>. This does however not solve the case of games that are replayed since they start at a higher skill level. [[Difficulty Se ...o use the ''Realism Mode'' in which the game does not provide non-diegetic information about where the other players or supplies are.
    10 KB (1,498 words) - 09:17, 21 September 2016
  • [[Category:Board Games]] [[Category:Games]]
    731 bytes (91 words) - 14:55, 26 March 2011
  • [[Category:Board Games]] [[Category:Games]]
    548 bytes (65 words) - 14:55, 26 March 2011
  • [[Category:Board Games]] [[Category:Games]]
    725 bytes (90 words) - 14:55, 26 March 2011
  • ...[[Memorizing]] as a gameplay mechanic and this may concern both facts and information that remain constant between game instance and being able to keep track of ...d hands other players can have. Although not forbidden by the rules of the games, casinos have rules that forbid card counting and ban players who are ident
    10 KB (1,464 words) - 11:28, 9 March 2018
  • [[Category:Games]] [[Category:Board Games]]
    794 bytes (103 words) - 08:16, 23 June 2011
  • [[Category:Board Games]] [[Category:Games]]
    727 bytes (94 words) - 17:18, 16 May 2011
  • [[Category:Board Games]] [[Category:Racing Games]]
    767 bytes (98 words) - 13:56, 20 January 2015
  • [[Category:Information Patterns]] ...ased on game elements, rules, possible actions, or evaluation functions of games without regards to specific game states.''
    15 KB (2,114 words) - 07:04, 8 April 2022
  • The actions in multiplayer versions of [[:Category:FPS Games|First-Person Shooters]] such as the [[Quake series]] or the [[Team Fortress [[Predictable Consequences]] is used in games primarily to make it easy for players to understand how they can affect the
    15 KB (2,228 words) - 16:05, 3 October 2016
  • ...st to move. These [[First Player Advantages]] can be acknowledged parts of games or be mitigated by providing other players with other types of advantages. ...[[Go]] are traditional [[:Category:Board Games|Board Games]] with perfect information where the presence of [[First Player Advantages]] are well-recognized and c
    4 KB (563 words) - 21:22, 26 July 2015
  • [[Category:Information Patterns]] ...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
    7 KB (962 words) - 07:34, 8 April 2022
  • ''Games where the specifics of physical space that constitutes the gameplay space a ...er activities or leads to the two activities sharing the space. Similarly, games where the game elements moved are large enough to interfere significantly w
    6 KB (914 words) - 20:25, 21 December 2014
  • ...In some cases, the solutions may be drawing conclusions from the available information and, in others, testing hypotheses and rejecting impossible ones. ...requiring [[Puzzle Solving]] and are in fact more often called puzzles and games.
    10 KB (1,480 words) - 08:21, 6 May 2022
  • ''Objects or information designed to mislead or distract players.'' ...ed into the game to make them challenging. Some games, especially strategy games, also give players themselves the possibility to create [[Red Herrings]] fo
    6 KB (839 words) - 08:50, 8 March 2023
  • ...cations of game elements or the status of the gameplay environment. Having information about the current state is typically advantageous to players, so if players ...ps are taking place. Other examples of [[:Category:Strategy Games|Strategy Games]] which require [[Reconnaissance]] missions due to one reason or another in
    8 KB (1,105 words) - 13:49, 26 March 2018
  • ...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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  • Many games put players in conflict with other players or diegetic enemies. A game has Game masters in [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]] and [[GURPS]] can easily create [[Surprise
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  • ...n game ends and the outcome of all players are first determined then. Such games typically use [[End State Scoring]] in that all points are officially and p ...Egizia]], and [[Lords of Waterdeep]] are all [[:Category:Board Games|Board Games]] where players have cards with conditional score bonus that are only give
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  • ...well. [[Player Unpredictability]] is the way of having this uncertainty in games through having other players be able to choose or perform actions which are ...layer Unpredictability]] as players try to outwit each other. In contrast, games such as [[Hearthstone: Heroes of Warcraft]], [[Magic: The Gathering]], and
    8 KB (1,165 words) - 09:34, 12 August 2016
  • Games often strive to challenge players. One of the ways this can be done is thro The perfect information games [[Chess]] and [[Go]] show how providing a rather small set of possible acti
    17 KB (2,460 words) - 11:13, 21 March 2018
  • ...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]].
    4 KB (539 words) - 12:35, 25 August 2021
  • Many games pit players against each other. When several players are pit against each o ...give rise to [[Beat the Leader]] activities quite often. Examples of such games are [[Concordia]], [[Lords of Waterdeep]], and [[Settlers of Catan]], but m
    6 KB (905 words) - 13:31, 6 April 2018
  • Many games recognize one player as a winner of a game instance in some way. Those that Two-players competitive [[:Category:Board Games|Board Games]] with perfect information, e.g. [[Chess]] or [[Go]], have well-established traditions that [[Surrende
    4 KB (617 words) - 06:40, 27 August 2021
  • ''Games where the winner(s) are determined after gameplay ends.'' ...end reveal or calculate who actually won (if anybody). The latter type of games make use of the pattern [[Winner determined after Gameplay Ends]].
    5 KB (765 words) - 08:50, 28 September 2016
  • ''The case when a player cannot be certain on the reliability of information he or she has.'' ...es that make use of this to challenge players make use of [[Uncertainty of Information]] to do so.
    6 KB (805 words) - 12:04, 26 August 2021
  • ''Means of providing players with information about an outcome of an action in addition to the diegetic effect of the act ...action takes place beyond a player's spheres of awareness. In these cases, games may provide explicit indicators, [[Outcome Indicators]] of what has happene
    3 KB (482 words) - 12:02, 17 July 2016
  • ''Information provided to players that extends beyond the observational abilities provide ...ided to players through [[Game State Overviews]] which collect and present information in other ways.
    9 KB (1,147 words) - 07:49, 19 July 2016
  • ...ays cause [[Unwinnable Game States]] this may not be a problem since these games are typically designed to give players other meaningful goals than winning. ...gning a game with a [[Winner determined after Gameplay Ends]]. [[Imperfect Information]] can also help with this.
    3 KB (478 words) - 08:52, 21 September 2016
  • Not all actions in games have predictable outcomes. When a player can see many potential ways of fai The [[:Category:Platform Games|Platform Games]] [[Ghosts 'n Goblins]] has places where players can't see the other side o
    5 KB (731 words) - 09:52, 29 August 2016
  • [[Category:Games]] [[Category:Board Games]]
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  • [[Category:Board Games]] [[Category:Games]]
    597 bytes (69 words) - 14:28, 15 August 2016
  • ...ices or interpretations if the design allows it. All winnable games, i.e., games where there exists a game state that defines one or several winners, have t Games of [[StarCraft]] is won by eliminating all the units of the opponents, alth
    7 KB (1,082 words) - 08:55, 15 March 2023

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