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  • [[Risk/Reward]] (dynamic) [[Popup Screens]] (duh; fix link from note in [[Reward Widgets]]) --[[User:Staffan Björk|Staffan Björk]] 19:02, 7 May 2011 (CEST
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...rt players' can put into that specific type of activity game designers can reward players with [[Grind Achievements]]. These achievements differ from most ot ...e enchanted to get the achievement (in fact, the game design mitigates the risk by having another achievement build on these failures since ''The Need for
    13 KB (1,922 words) - 08:07, 4 August 2022
  • ...they support [[Encouraged Return Visits]], they force players into [[Risk/Reward]] calculations on how long they can stay away from the game. ...] that are also [[Extended Actions]] may require players to perform [[Risk/Reward]] choices on how much [[Attention Swapping]] is necessary to ensure complet
    6 KB (888 words) - 10:03, 16 March 2018
  • ...ard]] structure so that the greater challenge provides a greater [[Rewards|Reward]] even if this is only seen in [[Public Player Statistics]] such as separat ...ainty]]. Regardless, this allows players to feel [[Tension]] as there is a risk that they may fail, while at the same time offering [[Empowerment]] if they
    23 KB (3,355 words) - 16:03, 3 October 2016
  • ...of these can be said to be one of the players' 'lives' and they are all at risk in parallel, these can be called [[Parallel Lives]]. ...[Risk/Reward]] calculations on which game elements to protect and which to risk. The pattern often requires the players to perform [[Attention Swapping]],
    4 KB (699 words) - 22:40, 2 August 2011
  • ...des can affect the [[Avatars]] negatively, they all have associated [[Risk/Reward]] components. Through the possibility of choosing different weapons, player ...ssible items, the Hard Rain campaign turns picking things up into a [[Risk/Reward]] situation since the item taken early in the campaign might have been more
    26 KB (4,124 words) - 10:03, 13 May 2022
  • ...certain period of time, is not able to check the surroundings freely, and risk being killed. ...eason for adding [[Extended Actions]] to a game is typically to add [[Risk/Reward]] or [[Tension]] to a game but can also be a way to limit [[Freedom of Choi
    10 KB (1,419 words) - 08:55, 10 August 2016
  • ...game but have the possibility of [[Betrayal]] to gain the whole [[Rewards|Reward]] for themselves. ...ity to betray gives them a form of [[Player Decided Results]] and a [[Risk/Reward]] choice, maybe requiring [[Roleplaying]] if the [[Betrayal]] takes some ti
    12 KB (1,820 words) - 16:10, 8 February 2019
  • ...they may still have a [[Determinable Chance to Succeed]] and make a [[Risk/Reward]] choice that does not depend on any skill they have, and thereby reduces p ...ons to gain [[Strategic Knowledge]] that can be used to make better [[Risk/Reward]] choices. In the case of [[Cards]], players may also do [[Memorizing]] of
    21 KB (2,978 words) - 08:57, 15 March 2023
  • ...s players to have [[Game Element Insertion]] at their leisure but with the risk of changing a gaming activity into one of free play. Another, more powerful ...players a [[Freedom of Choice]] but since there is typically also a [[Risk/Reward]] to this (either if the wrong game element was chosen or if the use of [[R
    11 KB (1,688 words) - 11:19, 6 April 2018
  • ...an [[Uncertainty of Outcome]], but this can be strengthened through [[Risk/Reward]] choices, the possibility to feel [[Luck]] and [[Leaps of Faith]]. [[End S ...on to locations of a game, but while in the former case this is due to the risk of [[Enemies]] being prepared to attack as soon as one spawns in the latter
    24 KB (3,511 words) - 09:04, 21 September 2016
  • ...-Fixed Abilities]] (e.g. in [[Snakes & Ladders]] and [[Monopoly]]). [[Risk/Reward]] situations is also a general way of supporting [[Luck]] since players can ...players the unlikely but positive outcomes. This however introduces [[Risk/Reward]] choices for the [[Game Masters]] since if players notice the cheating the
    9 KB (1,303 words) - 12:58, 9 April 2018
  • ...used also in games that can be won, in [[Unwinnable Games]] there is less risk of players misusing their influence.
    22 KB (3,278 words) - 09:10, 21 September 2016
  • The use of [[Mules]] can become a [[Risk/Reward]] tradeoff if there is a chance of having critical failures of the actions [[Proxy Players]], [[Risk/Reward]],
    6 KB (836 words) - 21:16, 4 July 2015
  • Players having [[FUBAR Enjoyment]] may have difficulties considering [[Risk/Reward]] situations since they are preoccupied with immediate problems. [[Risk/Reward]]
    6 KB (780 words) - 14:01, 11 August 2015
  • ...sed to provide [[Privileged Abilities]], either as an additional [[Rewards|Reward]] or as a way to provide [[Orthogonal Differentiation]] - the latter especi ...ts]], [[Combos]] can easily occur from these as well due to the cumulative risk of unexpected effects in the design.
    12 KB (1,784 words) - 13:03, 6 September 2016
  • ...ctions similarly, indicating to players how visible they are, and thus the risk they are in of being detected by guards. ...cators]] may also help provide [[Smooth Learning Curves]] and judge [[Risk/Reward]] situations for goals such as [[Capture]]. However, [[Scores|Score]] value
    12 KB (1,684 words) - 12:04, 17 July 2016
  • ...but making actions have [[Cooldown]] periods is also possible. Any [[Risk/Reward]] choices or choices that require [[Trade-Offs]] also promote [[Stimulated [[Replayability]], [[Risk/Reward]],
    19 KB (2,749 words) - 08:30, 27 August 2021
  • ...elayed Effects]], and [[Development Time]] are all also examples of [[Risk/Reward]] or [[Trade-Offs]] that need [[Tactical Planning]], as is the threats of [ [[Risk/Reward]],
    11 KB (1,519 words) - 07:40, 27 August 2021
  • ...interesting [[Freedom of Choice]] if there are not different [[Risk/Reward|Risk/Rewards]] associated to them. The game [[No Thanks!]] shows this in having ...of [[Social Dilemmas]] and forcing them to make [[Trade-Offs]] and [[Risk/Reward]] choices. This occurs when all choices have some negative effects associat
    39 KB (5,769 words) - 08:28, 27 August 2021
  • ...g to them game, this forces players to make [[Trade-Offs]] based on [[Risk/Reward]] calculations between which game elements to use. The pattern is also like [[Risk/Reward]],
    9 KB (1,314 words) - 12:20, 25 April 2018
  • ...uman players and [[AI Players]] switch control of who is playing, but this risk affecting [[Player Balance]], and [[Value of Effort]] negatively, and may l ...[[Multiplayer Games]] with [[Predetermined Story Structures]] there lies a risk of some players' [[Value of Effort]] regarding how the narration progresses
    30 KB (4,181 words) - 13:39, 1 April 2022
  • ...ies]]. Although this saves players from [[Excise]], it is a form of [[Risk/Reward]] choice since the pet while for a while no longer help in [[Combat]]. ...ters|Convert]] money into [[Improved Abilities]] but with a certain [[Risk/Reward]] associated, since there is a small chance (that grows with each previous
    5 KB (767 words) - 08:33, 3 September 2016
  • ...Asynchronous Collaborative Actions]]. These are often combined with [[Risk/Reward]], [[Imperfect Information]], and [[Delayed Effects]] to add [[Tension]] by ...Penalty]] than if they cooperated and this makes the choice one of [[Risk/Reward]]. The original Prisoners' Dilemma did not allow communication between the
    12 KB (1,731 words) - 07:28, 8 April 2022
  • [[Actions Have Diegetically Social Consequences]] often provided [[Risk/Reward]] situations for players since there might be [[Rewards]] associated with b [[Risk/Reward]],
    9 KB (1,245 words) - 16:04, 3 October 2016
  • ...[[Irreversible Events]], these types of actions have an associated [[Risk/Reward]] and may require [[Leaps of Faith]] if the consequences of the actions hav [[Risk/Reward]],
    11 KB (1,564 words) - 12:37, 4 August 2015
  • ...Abilities]] or [[Improved Abilities]] is common as this type of [[Rewards|Reward]], either in the form of training or through purchasable [[Tools]]. Other p ...individual. Many times making the joining of a [[Faction]] is a [[Rewards|Reward]] in that it can provide access to information, training, and trading of sp
    12 KB (1,730 words) - 07:21, 6 May 2022
  • ...persuading these [[NPCs]] to decide on one goal can be a player [[Rewards|Reward]] that opens up for [[Alliances]] and progress [[Predetermined Story Struct ...commonly used to create [[Internal Conflicts]], there is usually a [[Risk/Reward]] associated with the pattern. This also brings with it the likely presence
    11 KB (1,576 words) - 11:03, 18 March 2018
  • ...[Eliminate]] goals but making it into a [[Trade-Offs|Trade-Off]] or [[Risk/Reward]] choice. [[Diegetic Social Norms]] can also be used to diegetically motiva ...ith other humans, the gain of [[Game-Based Social Statuses]] can be a meta reward. For penalties, [[Game Element Removal]] of [[Characters]] is one possibili
    11 KB (1,592 words) - 08:54, 11 October 2022
  • ...osing Goals]] to the player himself or herself. This either creates [[Risk/Reward]] situations in that the player need to choose between different actions th ...incompatibility of the goals through [[Stealth]], this instantiates [[Risk/Reward]] in addition. If the actions involved can lead to the consequences of beco
    9 KB (1,383 words) - 12:04, 4 August 2015
  • ...]. The latter can introduce [[Tension]] to the activity and require [[Risk/Reward]] choices between shooting now or waiting for a possible better situation t [[Risk/Reward]],
    10 KB (1,551 words) - 10:03, 13 May 2022
  • ...w them to feel [[Anticipation]]. This can change how they calculate [[Risk/Reward]] situations and [[Misfortune Mitigation]], but success in this activities [[Risk/Reward]]
    4 KB (644 words) - 05:40, 5 September 2022
  • ...]], [[Geospatial Game Widgets]] (including [[Check Points]], [[Ghosts]], [[Reward Widgets]]), and [[Tooltips]]. [[HUD Interfaces]] may be necessary to avoid ...egetic Communication]]: these may disrupt [[Diegetic Consistency]] but the risk of this may be mitigated by [[Game Masters]] or by introducing [[Communicat
    15 KB (2,109 words) - 09:05, 8 April 2022
  • ...ers can free them from. While both these ways include an element of [[Risk/Reward]] due to the possibility of a future [[Betrayal]], [[Free Gift Inventories] ...anteed it makes [[Betrayal]] possible, and requires players to make [[Risk/Reward]] considerations before making [[Leaps of Faith]]. [[Delayed Reciprocity]]
    8 KB (1,230 words) - 23:34, 17 March 2018
  • ...tionship between the effort put into an action and its potential reward or risk.'' ...choices is to not make several identical [[Investments]] using arithmetic reward schemes possible at the same time by imposing [[Time Limits]] between such
    7 KB (1,036 words) - 08:56, 4 August 2022
  • ...so provide players with the information they get in relation to the [[Risk/Reward]], they also heavily can influence players' possibility to have a [[Determi [[Risk/Reward]],
    19 KB (2,776 words) - 07:11, 8 April 2022
  • ...on]] in [[Stratego]], this makes capturing there have an element of [[Risk/Reward]]. ...hese related to each other depends primarily on their individual [[Rewards|Reward]] structures and on players' tactics. However, since [[Units]] can typicall
    11 KB (1,588 words) - 08:45, 4 August 2022
  • ...Be a Millionaire?]], since this makes the [[Non-Player Help]] have [[Risk/Reward]] qualities. ...rs' [[Private Game Spaces]], and where the action can be its own [[Rewards|Reward]] requiring no further gameplay. This is one way players intentionally can
    7 KB (963 words) - 12:06, 19 March 2018
  • ...iscouraging them for this reason, or at least associating them with [[Risk/Reward]], can be done by requiring players to use some resource (making the action ...s some form of [[Investment]] they are a [[Risk/Reward]] action due to the risk of not being return, something that is likely to be felt as [[Betrayal]].
    5 KB (783 words) - 15:39, 4 August 2015
  • ...rn Visits]]. These may be [[Interruptible Actions]] but this adds a [[Risk/Reward]] component to departing the game - in fact, [[Encouraged Return Visits]] c [[Risk/Reward]]
    8 KB (1,231 words) - 08:34, 18 January 2015
  • ...the combined rewards of two lesser investments are always smaller than the reward of the larger investment using the same amount of resources. Factors less t The point reward in [[Tetris]] for removing more than one row at once increases in a geometr
    7 KB (950 words) - 10:31, 23 November 2015
  • ...sing the various installments in the [[Sims series]]). Although the [[Risk/Reward]] of building something that may be destroyed can be desired by the designe ...h [[Damage]], these [[Investments]] provide an even higher level of [[Risk/Reward]] than only having invested wrongly. With enough possible permutations in w
    17 KB (2,423 words) - 11:14, 21 March 2018
  • ...[Stimulated Planning]] of how to use these. [[Turnovers]] can add a [[Risk/Reward]] factor to this or be used on its own. For individual actions, the use of
    6 KB (947 words) - 10:15, 26 August 2021
  • When combine with [[Interruptible Actions]], they require [[Risk/Reward]] considerations to start and present [[Time Limits]] to those that wish to [[Risk/Reward]],
    4 KB (559 words) - 23:29, 16 May 2011
  • ...ts]]. [[Delayed Effects]] that can be interrupted also give rise to [[Risk/Reward]] situations. [[Risk/Reward]],
    7 KB (1,024 words) - 17:00, 8 July 2016
  • Many games put players' game elements are risk. To allow players rest these risks, games can be design so that some parts ...players respite after having being killed and respawned - eliminating the risk of being killed immediately after having been being brought back into the g
    8 KB (1,191 words) - 13:31, 26 March 2018
  • ...her contexts due to the diegetic social context. Another type of [[Rewards|Reward]] is to let players prove their [[Loyalty]]. While [[Quests]] may automatic ...oals]]), and thereby making the choice of accepting [[Quests]] into [[Risk/Reward]] considerations. Two other case, more specialized and both examples of [[O
    10 KB (1,303 words) - 10:09, 13 May 2022
  • ...[[Extended Actions]], they provide additional [[Tension]] and evoke [[Risk/Reward]] considerations. [[Risk/Reward]]
    6 KB (880 words) - 13:24, 27 August 2015
  • ...spatial Game Widgets]] (shown for example in [[Dead Space]]) to lessen the risk that players miss noticing their locations. In fact, given that [[Power-Ups ...vigate [[Game Worlds]] are also examples of [[Geospatial Game Widgets]]. [[Reward Widgets]] are [[Geospatial Game Widgets]] created by making [[Rewards]] loc
    11 KB (1,654 words) - 11:05, 17 July 2016
  • ...ough themselves. Regardless, they can force players to consider the [[Risk/Reward]] relation of entering them since doing so is not automatically a bad optio [[Risk/Reward]],
    12 KB (1,715 words) - 11:18, 18 October 2022

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