Search results

Jump to: navigation, search

Page title matches

  • ''Goals and subgoals that players can create or customize within a game.'' ...this of course does not hinder players from adding other [[Player-Defined Goals]] that ignore these rules).
    7 KB (1,014 words) - 14:07, 17 March 2018

Page text matches

  • [[Player-Decided Results]] ==== Player Experience and Game Mastery ====
    45 KB (6,258 words) - 09:28, 24 November 2023
  • The first arcade game to have [[High Score Lists]] was [[Asteroids]]. The player who achieves a high enough score compared to the other players of the same ...ge mode can be seen as a [[High Score Lists|High Score List]] for a single player that allows him or her to try to complete levels using less time, portals,
    6 KB (990 words) - 16:48, 19 January 2018
  • ...nteresting challenges to players either by letting players could their own goals and winning conditions or by letting players compare their performance with ...ate designated as the winning one. Both [[Multiplayer Games]] and [[Single-Player Games]] can be [[Unwinnable Games]].
    11 KB (1,707 words) - 10:21, 15 March 2023
  • ...<ref name="L4Dwiki"/> for more detailed description of the games. List of player statistics regarding Steam Achievements are available from the Steam Commun ...e]] when players having the role of special infected have the [[Preventing Goals|Preventing Goal]] of hindering those playing uninfected humans. The game [[
    26 KB (4,124 words) - 10:03, 13 May 2022
  • ...idual gains received by the [[Betrayal]], hidden loyalties, differences in player positions in the game, revenge for previous injustices, or situations where ...r each other in reaching goals but those goals are actually [[Interferable Goals]] so that [[Betrayal]] can happen.
    12 KB (1,820 words) - 16:10, 8 February 2019
  • ...the area where they can affect the game world, or create game elements the player must keep safe. Through doing this, the players' attention can be focused o Although not strictly necessary in single-player FPS games such as the [[Doom series|Doom]] and [[Quake series]] since the p
    27 KB (4,016 words) - 18:14, 9 August 2016
  • ''The ability of agents to update their goals after the closure of existing goals.'' ...hrough choosing new goals as they reach closure points regarding their old goals, they can be said to have [[Goal-Driven Personal Development]].
    4 KB (580 words) - 15:27, 26 October 2015
  • ...]] and [[Once Upon a Time]] provide the same types of [[Role Fulfillment]] goals but rely on all players taking on these more seriously (especially since no ...de a [[Role Fulfillment]] goal for the players even if becoming a skillful player may not be the same as behaving as closely to the base activity.
    7 KB (1,057 words) - 07:53, 8 August 2015
  • [[Category:Player Patterns]] ...ay begins or over time develop them to be as the players want, these are [[Player-Created Characters]]. Games with these allow players to customize not only
    7 KB (957 words) - 11:47, 17 July 2016
  • ''Games where the gameplay is clearly divided into clearly defined parts where players can plan and select actions'' ...ns are in this way typically used to describe periods of gameplay when one player can plan without risk of interruption to select and perform one action. How
    14 KB (2,082 words) - 08:26, 8 August 2015
  • ''A level is a part of the game in which all player action takes place until a certain goal has been reached or an end conditio .... In some games, the levels can also have different primary activities the player has to perform repetitively.
    21 KB (3,112 words) - 21:52, 19 March 2018
  • ...op roleplaying games such as [[Dungeons & Dragons]] and [[GURPS]] let each player control their own [[Characters|Character]], and one of the main types of go ...ch]]). The tabletop roleplaying games often have multiple systems that the player groups are choose from.
    28 KB (3,740 words) - 11:15, 18 October 2022
  • ...dicators|Game State Indicator]] shows which character is controlled by the player. [[World of Warcraft]] allows players to place raid target icons<ref name=" ...ey can be created through [[Outcome Indicators]] as outcome in gameplay is defined through changes in the game state.
    12 KB (1,684 words) - 12:04, 17 July 2016
  • ...game]], since this allows players to have better ideas of what actions and goals need to be in focus for their gameplay. ...orithmic Agents]]) encourages players to set up their own [[Player Defined Goals]] but may fail if players are uninspired. [[Freedom of Choice]] does not ne
    19 KB (2,749 words) - 08:30, 27 August 2021
  • ...choices" argues this, as does the definitions of game from Costikyan where player ''make decisions''<ref name="Costikyan"/> and Abt where players are ''indep ...ices of where to place one's tokens which may seem meaningful for a novice player but becomes less so for somebody that has explored the whole possibility sp
    39 KB (5,769 words) - 08:28, 27 August 2021
  • [[Category:Player Patterns]] ''Games that have more than one player.''
    30 KB (4,181 words) - 13:39, 1 April 2022
  • Creating [[Social Dilemmas]] consist creating [[Incompatible Goals]] that pair [[Individual Rewards]] or [[Individual Penalties|Penalties]] ag ...es]] but can also be designed for players by using [[Factions]] with [[Non-Player Characters]]. There are several well-known basic types of [[Social Dilemmas
    12 KB (1,731 words) - 07:28, 8 April 2022
  • ...ies|Civiliation series]] can be seen as a form of [[Companions]]. Like the player, they have no direct manifestation within the game world but they do follow ...r [[Mutual Goals]] or [[Continuous Goals]] and [[Supporting Goals]] with a player. They may be able to work towards these through having the same [[Abilities
    12 KB (1,707 words) - 15:40, 6 August 2015
  • Perceived actions influence how a non-player character will act toward the acting character. Different types of actions Stealing in the third installment of the [[Fallout series]] makes player characters lose karma, which in turn changes how other characters reach to
    9 KB (1,245 words) - 16:04, 3 October 2016
  • ''Information available to a player is limited to the information available to one single character.'' ...and [[Deus Ex series]]. This come pretty 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
  • ''Specific diegetic social networks where membership is defined by what actions are favored, disfavored, and required.'' ...ous tools and the possibility of advancement through completing additional goals.
    12 KB (1,730 words) - 07:21, 6 May 2022
  • ...effects in the game state. When the pieces have to form a line (typically defined by three game elements) for an effect to occur, this can be described as gi ...rs swap game elements which are neighbors, removing them and rewarding the player with points if three or more game elements become aligned.
    5 KB (731 words) - 09:52, 1 December 2022
  • ...ntentionally put into the games by the designers, the skills and knowledge player learn can be seen as [[Extra-Game Consequences]] although how easily transf ...ards]] besides the [[Meta Games]] they create, and may also be [[Committed Goals]] if players need to make [[Investments]] in the form of entry fees. As a s
    14 KB (2,108 words) - 10:09, 4 April 2018
  • ...of one's [[Loyalty]] is perceived as having betrayed oneself or that other goals are more compelling. ...oyalty]] have been misused if players behave in certain ways and leave the player's character.
    9 KB (1,383 words) - 12:04, 4 August 2015
  • [[Category:Player Patterns]] ''Games where each game instance only there is only supports one player.''
    19 KB (2,687 words) - 15:06, 8 August 2015
  • ...e player controlling Italy supports a French Army in attacking Spain, that player does not get anything in return immediately but must trust the one playing ...do not have guarantees of being returned or by the agreeing to [[Committed Goals]] which can be considered a form of [[Investments|Investment]].
    8 KB (1,230 words) - 23:34, 17 March 2018
  • ''Goals that have a temporary existence, that is, they can appear and disappear dur ...dent of players' actions. These goals do not have to be linked to the main goals of a game, and when they are not linked they let players choose between con
    11 KB (1,579 words) - 23:27, 17 March 2018
  • [[Category:Player Patterns]] ...rect short-term consequences of their gameplay actions. These games have [[Player-Planned Development]].
    8 KB (1,142 words) - 16:39, 19 January 2018
  • ...through letting them construct structures or functionalities in [[Abstract Player Constructs]], e.g. [[Gameplay Engines]]. ...ds]] are the result of player [[Construction]], and providing this type of player activity gives a possibility for [[Varied Gameplay]] to players given this
    17 KB (2,423 words) - 11:14, 21 March 2018
  • ...''<ref name="Csíkszentmihályi, 1996"/>. Even so, games typically provide goals to players so the games as artifacts imposes what players should do. Some g ...e fully under their control and can only become damaged by neglect. Single-player versions of [[Minecraft]] provide a much greater game world in which player
    9 KB (1,340 words) - 10:35, 18 March 2018
  • ...] are safe for capture are thereby provide [[Safe Havens]]. In addition, a player's ''home column'' is effectively a [[Safe Havens|Safe Haven]] also since no ...n modulate rather than is in conflict with [[Combat]] since the havens are defined in contrast to the rest of [[Game Worlds]]. [[Safe Havens]] are often combi
    8 KB (1,191 words) - 13:31, 26 March 2018
  • ...alls]]. The can also be targets for [[Gain Ownership]] and [[Landscaping]] goals, as for example done in certain [[Quests]] in [[Ravenwood Fair]] or what is ...y:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] in the form of [[Player Aids]], for example [[Maps]]. While [[Miniatures]] may share several charac
    9 KB (1,280 words) - 13:47, 21 July 2016
  • ...have this structure as well but make the activation of [[Warp Zones]] into player-decided actions. The portal to the ''Nether'' in [[Minecraft]] also need to ...cable, or at least that the [[Warp Zones]] only become activated after the goals are finished.
    12 KB (1,811 words) - 13:54, 21 July 2016
  • ...es detailed rules for [[Tools]] that give bonuses to various skills if the player characters have them, and have entire source books dedicated to [[Tools]] a ...ks]], and [[Vehicles]]. The use of [[Tools]] can be designed so it require player actions to be successfully completed, e.g. [[Aim & Shoot]].
    11 KB (1,582 words) - 07:36, 19 May 2022
  • ...players gaining experience points, and, when enough are acquired, new star player powers. ...[[Collecting]] (e.g. "experience points") to complete [[Gain Competence]] goals; [[Character Levels]] is a common way of structuring this that supports [[L
    14 KB (1,906 words) - 21:27, 18 March 2018
  • ...ces in each moment of gameplay and players need to set their own long-term goals. ...are enforcing goals or actions on them. For this reason, use of [[Enforced Goals]] or [[Timing]] is difficult to combine with the [[Framed Freedom]].
    5 KB (692 words) - 14:33, 6 July 2015
  • [[Category:Player Patterns]] ...nto characters, not all are controlled by players. Those that are become [[Player Characters]].
    11 KB (1,483 words) - 08:39, 8 April 2022
  • ...s' actions to be governed by rules and matched to rewards and other events defined by game states. ...they represented by [[Avatars]], [[Characters]], [[Units]], or [[Abstract Player Constructs]]?).
    13 KB (1,726 words) - 11:52, 21 March 2018
  • ...The difference between [[New Abilities]] and [[Improved Abilities]] can be defined in several different ways: if the new actions are activated in the same way ...es in [[Technology Trees]], and these options can be applied to [[Abstract Player Constructs]], [[Characters]], or classes of [[Units]]. [[Varying Rule Sets]
    14 KB (2,006 words) - 11:51, 21 March 2018
  • ...ld as game play progresses. These [[Shrinking Game Worlds]] make sure that player will eventually encounter each other. ...control the shrinkage this allows [[Player Defined Goals]] and a form of [[Player Constructed Worlds]].
    4 KB (645 words) - 07:12, 5 September 2011
  • ...tegory:Pool Games|Pool Games]] such as [[Eight-ball]] and [[Snooker]] have goals related to potting balls into specific pockets by hitting them with another ...sed Roleplaying Games|Computer-based Roleplaying Games]] have [[Traverse]] goals as part of many quests, and in some cases, e.g. in the [[Elder Scrolls seri
    12 KB (1,839 words) - 07:47, 20 May 2022
  • ...players to create [[Meta Games]] depending on completing these [[Optional Goals]]. ...[[Handicap Systems]], and [[Public Player Statistics]]. [[Massively Single-Player Online Games]] also do this although less directly; here the other players'
    12 KB (1,735 words) - 07:55, 4 August 2022
  • ...players' characters know or they care about. This gives players [[Rescue]] goals, which may consist of finding the location of the kidnapped character as we [[Donkey Kong]] and the games in the [[Super Mario series]] have goals for Mario to [[Rescue]] a kidnapped girl, princess peach in the case of the
    6 KB (827 words) - 08:58, 8 March 2023
  • ...tent in other players' games, and [[NetHack]], where messages written by a player in one game instance can be found by players in another game instance. In [ ...working outside these tasks and changing either the game state in ways not defined by rules or changing the rules themselves.
    7 KB (1,142 words) - 11:14, 23 October 2012
  • ...a game that becomes more entrenched as gameplay continues. This since each player action is placing a stone on a board with a limited size, and even if stone ...rs]] or [[Factions]] so players have something that they can see as having goals or intentions.
    5 KB (685 words) - 11:07, 7 September 2016
  • ...hem in multiplayer games or might make others view the actions in a single-player game more as playing than gaming. In both case, the game design does sancti ...typically only used in [[Single-Player Games]] due to the problems with [[Player Balance]] and being able to notice its use in [[Multiplayer Games]]. [[Chea
    9 KB (1,321 words) - 16:30, 18 March 2018
  • ''Goals that players have which at least some other players do not have knowledge a Games gives players goals. However, some game give players [[Secret Goals]] which other players are not aware of. This makes it more difficult for ot
    6 KB (905 words) - 10:51, 17 March 2018
  • ''Player constructed systems that provide benefits for the player that constructed it.'' ...ture of game elements that together work in supporting players reach their goals. Such structures are called [[Gameplay Engines]].
    4 KB (545 words) - 08:11, 21 September 2016
  • ...es]] and [[Final Fantasy VIII]] in the [[Final Fantasy series]] are single-player games with [[Endgame Quests]]. ...ached caps for certain types of development since the [[Endgame]] might be defined by this, as for example reaching the maximum [[Character Levels|Character L
    3 KB (440 words) - 08:24, 23 February 2023
  • ''Goals that are shared by two or more agents in a game.'' ...ach. When two or more share goals for some reason these goals are [[Mutual Goals]].
    6 KB (808 words) - 12:59, 15 March 2018

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)