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  • ...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
  • ...use them as well. A third option relate to adding [[Trade-Offs]] or [[Risk/Reward]] considerations by linked the use of [[Tools]] to the consumption of [[Res [[Risk/Reward]]
    11 KB (1,582 words) - 07:36, 19 May 2022
  • ...omputer games. This may because they pose a threat, that block access to a reward, or simply because they are there but in all cases there needs to exist [[D ...ne player's [[Lives]] to a set of [[Destructible Objects]] that all are at risk simultaneously.
    8 KB (1,125 words) - 12:39, 4 September 2011
  • ...ades]] can provide. When they cannot be removed, players need to do [[Risk/Reward]] choices if they should place a particular [[Upgrades|Upgrade]] in a parti [[Risk/Reward]]
    4 KB (547 words) - 09:47, 25 July 2016
  • ...y taking over other players' [[Territories]]. All but [[Axis & Allies]], [[Risk]], and the [[Hearts of Iron series]] also support the colonization of "wild ...V]] and [[Greed Corp]]), or custom-shaped areas (e.g. [[Axis & Allies]], [[Risk]], and the [[Europa Universalis series]]). [[Go]] shows that the empty spac
    8 KB (1,110 words) - 09:06, 2 August 2015
  • ...not actually hinder [[Movement]] but make passing through them into [[Risk/Reward]] considerations. [[Invisible Walls]] are also [[Obstacles]] but these may ...y Losses]], [[Decreased Abilities]], or [[Damage]] do instead raise [[Risk/Reward]] considerations. By having these effects, they naturally are [[Diegeticall
    11 KB (1,595 words) - 13:40, 26 March 2018
  • ...eting some specific requirements that result in an [[Access Rewards|Access Reward]] (this requirement is most often completing a goal in the previous [[Level ...io Sunshine]], can remove the need for [[Cutscenes]] but run a far greater risk of breaking [[Thematic Consistency]].
    14 KB (2,120 words) - 12:31, 1 September 2016
  • ...known in advantage - the decision to try and acquire one is one of [[Risk/Reward]]. [[Pick-Ups]] do often have high levels of [[Clickability]] if they need [[Risk/Reward]],
    7 KB (1,010 words) - 08:20, 3 August 2022
  • ...of the correct values of goals. This consists mainly of knowing the [[Risk/Reward]] structures and [[Trade-Offs]] values between various [[Resources]], [[Rew ...wledge]] in games is through the use of [[Cutscenes]] since players cannot risk be distracted by gameplay while the information expressing the knowledge is
    15 KB (2,114 words) - 07:04, 8 April 2022
  • ...what this chance is. This let players be able to make more informed [[Risk/Reward]] choices, which can provide [[Strategic Knowledge]] and support [[Cognitiv [[Risk/Reward]],
    15 KB (2,228 words) - 16:05, 3 October 2016
  • ...pports [[Strategic Planning]] although this may need to incorporate [[Risk/Reward]] decisions. Given that [[Strategic Locations]] provide benefits in some wa [[Risk/Reward]],
    9 KB (1,144 words) - 10:26, 1 December 2022
  • ...players can expose themselves to them as part of [[Trade-Offs]] or [[Risk/Reward]] choices. Another type of cause for [[Ability Losses]] is to create [[Cool ...can be balanced in itself and require players to consider both the [[Risk/Reward]] and the [[Trade-Offs]] associated with losing one [[Abilities|Ability]] t
    11 KB (1,515 words) - 16:27, 30 July 2016
  • ...] to [[Ability Losses]] of another type, forcing players to perform [[Risk/Reward]] and [[Trade-Offs|Trade-Off]] choices. Another way to provide [[Balancing ...ileged Abilities]], receiving them is almost always considered a [[Rewards|Reward]] and can give players the feeling of [[Empowerment]]. This may give player
    14 KB (2,006 words) - 11:51, 21 March 2018
  • ...for players between this and other actions, and may also require a [[Risk/Reward]] judgments if hostile actions are possible against them. [[Risk/Reward]],
    4 KB (601 words) - 08:05, 17 June 2022
  • ...ll the king. Although not necessary to win, players of [[Diplomacy]] and [[Risk]] greatly increase their chances of doing so by eliminating other players. ...rnament series]] and [[Dungeons & Dragons]], but losing all [[Units]] in [[Risk]] shows that [[Player Killing]] does not need to be localized to specific [
    9 KB (1,402 words) - 08:44, 11 August 2015
  • ...ther possibility, and gives players a [[Freedom of Choice]] to make [[Risk/Reward]] of where to spawn as well as take into consideration nearby [[Strategic L
    10 KB (1,398 words) - 09:21, 21 September 2016
  • ...e areas around the flags for a certain period of time. Other games, e.g. [[Risk]] and [[Greed Corp]] give players [[Area Control]] simply by entering locat ...of having a [[Selectable Set of Goals]] which require players to do [[Risk/Reward]] choices or [[Trade-Offs]]. Maintaining [[Area Control]] is a [[Continuous
    10 KB (1,524 words) - 08:42, 3 September 2016
  • ...attack in several different ways, and this is also typically offers [[Risk/Reward]] choices and [[Trade-Offs]]. [[Risk/Reward]],
    13 KB (1,856 words) - 07:18, 9 November 2021
  • ...n can however be modulated by in many ways. One way is to introduce [[Risk/Reward]] aspects through that parts that are more difficult to hit suffer more [[D ...inflicted modulates [[Risk/Reward]] choices players do when they are under risk of taking [[Damage]].
    11 KB (1,528 words) - 14:16, 24 August 2015
  • ...in turn lead to conflicts with patterns such as [[Leaps of Faith]], [[Risk/Reward]], and [[Tension]]. When possessed by [[Enemies]], they are likely to creat [[Risk/Reward]],
    7 KB (946 words) - 19:32, 9 September 2014
  • ...ci]] having [[Attention Demanding Gameplay]]. This may also affects [[Risk/Reward]] trade-offs that have to be made when initiating [[Extended Actions]].
    10 KB (1,448 words) - 14:33, 19 January 2018

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