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  • [[Cutscenes]] are used when games cannot progress the entire game story through actions and events and need t ..."/> for a discussion regarding the pros and cons of using [[Cutscenes]] in games.
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  • Diegesis is the presentation of the elements in a game world. However, games may need to provide more information due to their systems containing more i [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Call of Cthulhu]], [[Storytelling System]], and [[Hârnmaster]]
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  • ..., by relating to other fictional worlds (from literature, movies, or other games) and the real world they can help players understand the underlying structu ...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
  • ...or can the challenge of succeeding in performing the action. However, some games require players to, at least some of the time, repeatedly perform actions t Games that require players to collect resources for later use, e.g. [[Minecraft]]
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  • ...uring the gameplay; their appearance not known exactly at the beginning of games and failing them being possible due to causes other than players' own actio Not all goals in games are active at all points of gameplay. One category of such goals are [[Ephe
    11 KB (1,579 words) - 23:27, 17 March 2018
  • ...subordinate to the outer game for the outcome of the activity, they inner games are referred to as [[Minigames]]. ...cally these are small gambling game similar or exact instances of existing games, such as [[Poker]] or [[Craps]].
    8 KB (1,141 words) - 15:51, 15 August 2016
  • ''The effects of actions and events in games do not occur directly after the actions or events have started.'' ...em [[Extended Actions]]. Others ways to introduce [[Delayed Effects]] into games include [[Action Programming]], [[Betting]], [[Ultra-Powerful Events]], [[I
    7 KB (1,024 words) - 17:00, 8 July 2016
  • ''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
  • ...originating as computer-based games, but for [[:Category:Board Games|Board Games]] such as [[Risk]] and [[Pandemic]] it is of course noticeable since the bo ...hose done on combat maps), and the same applies to movement in text-based games such as the [[Zork series]] or [[Kingdoms]]. If this is noticeable to playe
    12 KB (1,811 words) - 13:54, 21 July 2016
  • There is often a need to support functionality for managing items in games where players control characters that can carry several of these. [[Invento ...g on individual characters, including their equipment. This lead many such games, e.g. [[Dungeons and Dragons]], [[GURPS]], and [[Mutant]], to have [[Invent
    7 KB (962 words) - 11:45, 6 July 2016
  • Games which consist of exploring dungeons, e.g. [[Dungeons & Dragons]], [[NetHack [[:Category:Platform Games|Platform games]] such as [[Super Mario Sunshine]] and [[The Legend of Zelda: The Wind Wake
    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]], ...ar side of them, the [[Conditional Passageways]] provide a way to create [[Quick Returns]].
    11 KB (1,595 words) - 13:40, 26 March 2018
  • ...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 ...Sets]] (typically only in [[Levels]]), to end [[Levels]], or to initiate [[Quick Travel]]. [[Alarms]] can simply be [[Switches]] activated by [[Agents]] whe
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  • [[:Category:FPS Games|First-person shooters]], such as the [[Doom series|Doom]] or [[Quake series ...opening [[Conditional Passageways]], finishing [[Levels]], or initiating [[Quick Travel]]. [[Switches]] may also affect [[Environmental Effects]] if their g
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  • One way of making it more interesting to do the same activity many times in games is to create a specific reward for this. [[Repeat Combos]] is one way of do ...(for backstabbing 3 enemies within 10 seconds), the engineer achievement ''Quick Draw'' (for killing a spy and two sappers within 10 seconds), the demo achi
    4 KB (565 words) - 08:05, 8 August 2015
  • ...able positions as well as control or explore game areas. In computer-based games it can give players feelings of speed and vertigo. The early computer-based games [[Spacewar!]] and [[Asteroids]] both allow players to move spaceships by ro
    14 KB (1,934 words) - 07:44, 3 August 2022
  • Many games include moving game elements as part of gameplay, but many of these have di ...[[Privileged Movement]] found in [[:Category:Roleplaying Games|Roleplaying Games]] such as [[Dungeons & Dragons]] or [[GURPS]]. The [[Fallout series]] and [
    7 KB (1,034 words) - 13:32, 26 July 2015
  • ...y in both horizontal and vertical position on the gameplay area. For those games that loop back to the first level at some point (instead of generating new ...n be explicitly design for by using [[The Show Must Go On]] in [[Real-Time Games]] to force [[Movement]] of players' [[Avatars]] (technically it may be the
    6 KB (892 words) - 14:23, 12 August 2015
  • Storytelling can be difficult to use in games since the telling can come in conflict with the possibility for players to ...The [[Uncharted series]] has shown that it can effectively be used also in games played through third-person views.
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  • In games with game world it takes significant effort technically or in providing con The [[:Category:Computer-based Roleplaying Games|Roleplaying Games]] that make up the [[Elder Scrolls series|Elder Scrolls]] and [[Fallout ser
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  • Some games let players alternate between self-propelled movement and using vehicles. [ ...ical takeoffs and landing aircraft. [[Halo: Combat Evolved]] and the other games in the [[Halo series]] have several areas designed to using the ''Warthog''
    4 KB (601 words) - 13:53, 21 July 2016
  • [[:Category:Fighting Games|Fighting Games]] such as the [[Street Fighter series|Street Fighter]] or [[Tekken series]] ...s]] players of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]] or [[Fiasco]] have. This since while there
    8 KB (1,142 words) - 11:52, 4 August 2015
  • Many games have different sets of actions possible for different players. The actions ...[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]], e.g. [[World of Warcraft]].
    20 KB (2,786 words) - 12:50, 18 March 2018
  • ...ed playing. These [[New Abilities]] often give players more freedom in the games and allow them to be more empowered as gameplay continues. [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]] make use of character levels and when play
    14 KB (2,006 words) - 11:51, 21 March 2018
  • Many games let players or the system take aggressive actions or cause negative effects ...ayer Killing|Player Killings]] since all being that can be killed in these games are played by humans (the rare exception are mechatronic monsters such as t
    9 KB (1,402 words) - 08:44, 11 August 2015
  • ''Passageways in games that can only be moved through if certain conditions are met.'' Many games have areas that players cannot access before fulfilling certain objectives
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  • ''Polyathlons are games or tournaments consisting of several different challenges where each challe One way to vary gameplay in both individual games and tournaments is to make them consist of several different events with di
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  • [[Category:Games]] [[Category:Card Games]]
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  • [[Category:Games]] [[Category:Card Games]]
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  • ...players have moved their game elements into the proximity of these areas. Games created in this fashion give players the goal of uncovering unknown areas t ...'This pattern is rather wide in scope, ranging both from specific goals in games to a substantial phase of gameplay during game instances.''
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  • ...ting lost or losing time. Text-based [[:Category:Adventure Games|Adventure Games]] such as the [[Zork series]] can made navigation difficult by having non-s ...d [[Fallout series]] would make [[Game World Navigation]] difficult if the games did not include various navigational aids such as compasses and maps.
    9 KB (1,268 words) - 09:30, 15 July 2016
  • ...apparent what actions one should try to perform to overcome challenges in games. This may be because players do not have all the game elements or informati ...requiring [[Puzzle Solving]] and are in fact more often called puzzles and games.
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  • Many games have gameplay areas representing fictional worlds, and it is not surprising ...e it can then be transform into another piece. [[:Category:Pool Games|Pool Games]] such as [[Eight-ball]] and [[Snooker]] have goals related to potting ball
    12 KB (1,839 words) - 07:47, 20 May 2022
  • ''Sequences of interface actions given by games that players need to perform at once.'' ...y. [[Quick Time Events]] are formalized versions of this in computer-based games where they provide a sequence of instructions, often accompanied by animati
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  • ...tions. Naturally, this can also be made into explicit design goals so that games are lost or penalties received for failing to be stealthy. Some [[:Category:Children's Games|Childrens' Games]], e.g. [[Burken]], are based on one person trying to find the other player
    9 KB (1,309 words) - 10:04, 13 May 2022
  • Many games have dangers that need to be avoided. [[Evade]] is the goal to try and avoi [[Go]] gives an example of a turn-based [[:Category:Board Games|Board Game]] in which [[Evade]] occurs. When playing this game, players may
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  • Games often make players want to communicate with each other. While players can i [[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]] such as [[BatMUD]], [[Eve Online]], [[Kingdoms]], and [[World of Warcraft
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  • Games can provide both mental and physical challenges to players. Those that do t ...the mimicking activities in physically demanding ones. Games that require quick eye-hand coordination, e.g. [[Counter-Strike]] or the [[Tekken series]], al
    5 KB (707 words) - 08:07, 8 August 2015
  • ''Games where the perceivable game state becomes less and less mutable as gameplay In some games, effects of the actions players do cannot be undone. When these effects com
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  • Some games divide gameplay into several different sequences differentiate by where and ...is]] are examples of more modern [[:Category:Roleplaying Games|Roleplaying Games]] which explores alternative power structures by letting players, rather th
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  • [[Category:Adventure Games]] [[Category:Computer Games]]
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  • Many games present players with a game world in which the gameplay takes place. [[Non- ...-Diegetic Features]]. The display of players' names above their avatars in games such as [[Counter-Strike]] and [[World of Warcraft]] are other examples. As
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  • ''Numerical values used in games to determine winners.'' ...he game (which can include having people tied in how well they succeeded). Games that do this through providing each player or team with a numerical value u
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  • Most games are design to end at some point, and some are designed to make some players ...Over]] when they run out of lives. However, in original [[:Category:Arcade Games|Arcade]] version it was possible to pay for more lives. [[Gauntlet]] is a l
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  • Many computer games allow players to save their game state. This can let them divide game insta ...ironman modes" in which the [[Save-Load Cycles]] are forbidden to make the games more challenging.
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  • Some games have distinct phases in their gameplay. [[Extermination]] is the one where ...ther players is only one of several end strategy one can have to win those games.
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  • Many games allow players to get access to resources and abilities. Players are in [[Ex ...Civilization (video game) series|Civilization series]] are all examples of games that have [[Exploitation]] phases.
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  • In some games players can gain control of parts of the game worlds. Those games where a part of game instances typically focus upon this activity are said Note: ''The pattern dealing with additional content to games is the similarly named ''[[Expansions]]''.''
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  • Games with game worlds typically have several areas where interesting gameplay ca ...ard's Apprentice]] is an experimental [[:Category:Computer-Augmented Board Games|Computer-Augmented Board Game]] with the same design structure.
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  • ''Things received in games which are perceived as positive.'' Practically all [[:Category:Games|Games]] provide some type of [[Rewards|Reward]], be it that they are winnable, th
    11 KB (1,541 words) - 14:32, 17 March 2018

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