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  • [[Player-Decided Results]] ==== Player Experience and Game Mastery ====
    45 KB (6,258 words) - 09:28, 24 November 2023
  • For longer single-player games, and especially those with multiple endings, [[Goal Achievements]] ar ...s the choice of which goal to use, which can be either an [[Enforced Goals|Enforced Goal]] or an [[Optional Goals|Optional one]]. For [[Optional Goals]], havin
    8 KB (1,150 words) - 08:24, 4 August 2022
  • ...me Games]] in the sense that the game system updates automatically without player involvement. ...lly slow pace of strategy games by making the game system continue without player interaction.
    11 KB (1,669 words) - 06:58, 14 April 2022
  • ...ate designated as the winning one. Both [[Multiplayer Games]] and [[Single-Player Games]] can be [[Unwinnable Games]]. ...to players' [[Focus Loci]]. [[Grinding]] that lets players continuously do actions for little or no progress in the game, relying primarily on players losing
    11 KB (1,707 words) - 10:21, 15 March 2023
  • [[Category:Player Patterns]] ...stems that can use different game worlds. These game worlds can be totally player-created, but there are also commercial game worlds available. Other games,
    22 KB (3,137 words) - 07:22, 8 April 2022
  • ...ssible outside any given specific game instance, typically not stored on a player's own computer and publicly viewable through the internet. ...d for perseverance in that are only given for performing a certain task or actions for a great number of times. For an alternative categorization of [[Achieve
    18 KB (2,669 words) - 08:02, 4 August 2022
  • ''The feeling of caring about the outcome of actions or events in a game without having full control over them.'' ...n front of others. [[Spectators]] can amplify this, and even make gameplay actions which require no performative aspects to cause [[Tension]] because others m
    24 KB (3,511 words) - 09:04, 21 September 2016
  • ''Programs, machines, or people who perform book-keeping actions and/or control various agents to provide gameplay to players.'' ...should be hidden from all players, the impartial judging or performing of actions, and resolving complex algorithms during gameplay. Since letting players pe
    20 KB (2,916 words) - 09:30, 23 August 2021
  • [[Category:Player Patterns]] ''Outcomes of player actions that depends both on both player and character characteristics.''
    9 KB (1,232 words) - 08:07, 14 August 2016
  • ...actions, through active opposition or through randomness in the outcome of actions. ...e. When these actions appear meaningful, including being meaningful to the player but not within a game state perspective, the players have an [[Exaggerated
    22 KB (3,278 words) - 09:10, 21 September 2016
  • ...ing the game environment. These [[Agents]] may be the points through which player can interact with the game or be the conduits for game facilitators or sepa ...and the [[Super Mario series]], adjust their actions in response to player actions. This is typically enhanced by them going from passive modes to active mode
    13 KB (1,900 words) - 08:18, 26 September 2016
  • ...x have processes for learning under which contexts one should perform what actions. ...he infected that attack the players' characters, but also to control other player characters if there are not four people available. In all these case the [[
    17 KB (2,420 words) - 12:27, 12 August 2016
  • [[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
  • ...early divided into clearly defined parts where players can plan and select actions'' ...sly, being able to do several actions, introducing time limits to make the actions, or letting other players have the possibility of interrupting turns.
    14 KB (2,082 words) - 08:26, 8 August 2015
  • ...the graphical representation of a person in the game world (a sort of non-player version of the [[Avatars|Avatar]] patterns). Although the common usage may Note: ''the abbreviation'' [[NPCs]] ''is very common for'' [[Non-Player Characters]] ''and is used here as well.''
    26 KB (3,841 words) - 10:03, 13 May 2022
  • ...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=" ...r example the ''Light Gem'' in the [[Thief series]] showing how hidden the player's [[Avatars|Avatar]] is) while the other can be used to provide [[Game Stat
    12 KB (1,684 words) - 12:04, 17 July 2016
  • ''Gameplay structures that encourage players to plan future actions in the game.'' ...enges a game presents, the planning may include anticipating other players actions and planning.
    19 KB (2,749 words) - 08:30, 27 August 2021
  • [[Category:Player Patterns]] ...of these games it may be unpractical to find enough people to fill all the player slots available, so the norm in these cases is that some or the majority of
    11 KB (1,639 words) - 08:09, 21 September 2016
  • [[Category:Player Patterns]] ...arat]], [[Craps]], and [[Roulette]] can be seen as examples of [[No Direct Player Influence]] since they are pure games of chance when players are actually o
    7 KB (1,100 words) - 15:09, 19 March 2018
  • ''The freedom to choose between several different actions or choices which all seem meaningful.'' ...choices" argues this, as does the definitions of game from Costikyan where player ''make decisions''<ref name="Costikyan"/> and Abt where players are ''indep
    39 KB (5,769 words) - 08:28, 27 August 2021
  • ...because players may discuss what narrative experiences they had with other player who have also played the game. ...ained [[Predetermined Story Structures]] in games which multiple different player groups can experience independently without affecting each other. On an ele
    28 KB (3,879 words) - 09:27, 10 March 2018
  • ''The choosing of one or more actions for future execution.'' ...ctions should be selected, and then as they gameplay progresses make these actions take places. This type of gameplay structure is called [[Action Programming
    8 KB (1,222 words) - 16:09, 23 July 2016
  • [[Category:Player Patterns]] ''Games that have more than one player.''
    30 KB (4,181 words) - 13:39, 1 April 2022
  • ...to cooperate can cause problems for those players because they might exist actions that would benefit them individual but harm the larger group. ...me mechanics force them to entry alliances and pacts to be able to perform actions, and [[Intrigue]] is balanced so they are likely to have and break deals la
    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
  • [[Category:Player Patterns]] Zero-Player Games<ref name="wiki"/> are games where humans do not directly influence th
    7 KB (1,098 words) - 15:08, 19 March 2018
  • ''Actions by a person in a game world influences how other people perceive and intera ...-player character will act toward the acting character. Different types of actions have different consequences: stealing will trigger hostile behavior while d
    9 KB (1,245 words) - 16:04, 3 October 2016
  • ''That the choices of actions players make during gameplay define their characters.'' ...ne gives effects through the narration not only on the boy but also on the player's character.
    11 KB (1,564 words) - 12:37, 4 August 2015
  • ''The enforcement of certain actions in order to maintain or develop an agent’s personality.'' ...characters that are under players' control this may require limiting what actions they can make the characters perform, or taking control way from them.
    10 KB (1,402 words) - 12:00, 20 March 2018
  • ''Specific diegetic social networks where membership is defined by what actions are favored, disfavored, and required.'' ...monsters. Some rivaling factions are react diametrically different to some actions, so for example killing a pirate of the Bloodsail Buccaneers may result in
    12 KB (1,730 words) - 07:21, 6 May 2022
  • ''Consequences outside game states that are due to actions or events within those game states.'' ...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
    14 KB (2,108 words) - 10:09, 4 April 2018
  • ''Being a player or character within one's same social network as an enemy or competitor.'' ...nal Rivalry]] between the NPCs in the player's party. Depending on how the player acts towards them this can lead to the relations developing positively or t
    11 KB (1,592 words) - 08:54, 11 October 2022
  • ...remise for the gameplay so that players have a diegetic motivation for the actions. [[Loyalty]] can also become part of gameplay itself if it is possible to g ...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
  • ...scenes]] are used when games cannot progress the entire game story through actions and events and need to give longer descriptions and explanations to players ...enes]] are more often applied to [[Penalties]] and [[Rewards]] in [[Single-Player Games]].
    12 KB (1,639 words) - 11:49, 17 July 2016
  • ...rstand the underlying structure of the game system and give meaning to the actions taking place during gameplay. ...this to motivate some differences in connectivity, resources, and possible actions between different parts of them. Other games, e.g. [[Elfenland]] or [[Risk:
    29 KB (4,196 words) - 21:55, 19 March 2018
  • ''Compound actions that require several agents to perform specific individual actions for them to occur.'' ...er for them to take place at all. These actions are called [[Collaborative Actions]] since the players are either actively collaborating or can be seen to do
    10 KB (1,431 words) - 08:03, 14 August 2019
  • ...lanced and all players have equal chance of succeeding in the game. Single-player games can also provide [[Handicap Systems]] - in this case to let players d ...ple 80% or 140%. This allows one player to have a handicap against another player.
    7 KB (1,061 words) - 07:58, 8 August 2015
  • [[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
  • ...Masters]] at the expense of being able to improvise in response to player actions. To compensate for this, solutions where people and programs share the resp ...as solve social conflicts. These [[Game Masters]] were recruited from the player base and could still continue as players if they wanted. The commercial [[:
    19 KB (2,776 words) - 07:11, 8 April 2022
  • ''Player actions that perform no change on the game state.'' ...on them as punishments for other players or as effects of the player's own actions.
    6 KB (971 words) - 10:27, 6 July 2016
  • [[Category:Player Patterns]] ...yer Anonymity]] so that interaction beyond that available through gameplay actions is either impossible or only possible after some screening process.
    4 KB (584 words) - 10:22, 13 July 2015
  • [[Category:Player Patterns]] ...ir contact with each other mediated through [[Avatars]], [[Handles]], or [[Player Characters]] and this requires either [[Communication Channels]] that can e
    4 KB (585 words) - 10:19, 13 July 2015
  • ...rs can picked up and carried by players' avatars or units. They can affect actions and attributes, and acquiring them or moving them to specific locations ma ...ungeons and Dragons]] and [[GURPS]], both as rewards and as ways of making player characters better. One evidence of their role is the fact that entire suppl
    13 KB (1,846 words) - 07:26, 9 August 2022
  • ...orlds. This is possible if they are [[Transferable Items]], i.e. there are actions that make it possible to change who possesses specific game items. ...at pickup, use, or equip them. Such game items can only be traded with non-player characters but doing this removes them from the game state.
    6 KB (875 words) - 16:28, 23 July 2016
  • ...er be in the form of becoming more likely to succeed with actions, or make actions that were previously unavailable possible. It is typically explained within ...ameplay and the development of social relations affect narration or social actions. Gaining new powers is also common, e.g. both [[GURPS]] and [[Dungeons & Dr
    14 KB (1,906 words) - 21:27, 18 March 2018
  • Games often try to present players with a freedom regarding the actions possible in order for them to feel that they have meaningful choices. At th ...he games 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
  • ...on of things in any given moment, but how events unfold over time and what actions are plausible. ...gic or science fiction elements since they allow a wider range of possible actions and game elements while still maintaining [[Thematic Consistency]]. To take
    23 KB (3,301 words) - 09:05, 8 April 2022
  • ''The event of losing the abilities of performing certain actions in a game.'' ...[[Ability Losses]] may be penalties for failing goals, the effect of enemy actions, the lack of resources, but may also simply be due to different play modes
    11 KB (1,515 words) - 16:27, 30 July 2016
  • ...nated from gameplay and thereby make players suffer losses in the possible actions they can do, and can even result in them losing the entire games. However, ...tiated typically done through [[Ability Losses]], [[Decreased Abilities]], enforced [[Downtime]], or reduced [[Scores]]. [[Ability Losses]] and [[Decreased Abi
    7 KB (961 words) - 09:45, 4 April 2018

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