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  • ...een Dilemmas]] exist, or to cause [[Attention Swapping]]. [[Player-Defined Goals]] can let players choose with [[Rewards]] should be available to them. ...gression]], [[Geometric Progression]], or [[Discontinuous Progression]] of player effort in comparison to the size of the [[Rewards]]. Completing [[Minigames
    11 KB (1,541 words) - 14:32, 17 March 2018
  • ...iece in [[Chess]] is a [[Penalties|Penalty]] players suffer from the other player's attacks. In [[Monopoly]], [[Penalties]] include having to pay rent to oth ...Defined Goals]] can let players set what [[Penalties]] such exist for some goals in a game (including those outside the game system).
    10 KB (1,349 words) - 23:25, 17 March 2018
  • ''Information presented to players about their current goals in a game.'' ...ndicators]] help players with this through providing information about the goals they (or other players) have.
    3 KB (424 words) - 16:36, 19 January 2018
  • ...keep track of all the [[Units]] under one's control while in those with [[Player Characters]] it can instead help support [[Identification]]. The presence o ...the game state (this solution assumes that there is [[Game Worlds]] that a player's point of observation can be manipulated within). [[Privileged Movement]]
    9 KB (1,147 words) - 07:49, 19 July 2016
  • ''Goals that require the player to maintain a subset of a certain game state within certain limits.'' ...possible states of the game) for some time. Those that do are [[Continuous Goals]] since players not only need to reach an acceptable game state but also co
    7 KB (992 words) - 08:10, 11 October 2022
  • ''Goals that have characteristics which change during gameplay.'' ...illing them. However, this does not mean that the requirements can change. Goals with changing requirements are called [[Dynamic Goal Characteristics]].
    7 KB (1,015 words) - 08:40, 23 February 2023
  • ...non-competition of certain goals affects the possibility to complete other goals.'' ...and short-term goals that are interrelated or let players be provided with goals during gameplay as they progress through the [[Goal Hierarchies]].
    11 KB (1,616 words) - 07:50, 23 February 2023
  • ''Goals whose progress or completion can be directly influenced by other players or ...e system can affect the progress negatively. Such goals are [[Interferable Goals]].
    5 KB (662 words) - 06:53, 28 September 2016
  • ''Goals that players do not need to complete to win or finish a game.'' ...plete them. Reaching these [[Optional Goals]] may help players in reaching goals that let them win a game but can also simply exist to provide players with
    13 KB (1,963 words) - 23:11, 17 March 2018
  • ''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
  • ''Goals of the game that have been predefined by designers before gameplay begins.' ...re explicit prerequisite for that game are very common. Other [[Predefined Goals]] are not directly tied to winning a game but helps players through improvi
    7 KB (1,082 words) - 08:55, 15 March 2023
  • ''Goals where the objective is to prevent a completion of another goal.'' ...h the goals to hinder others from completing their goals have [[Preventing Goals]].
    7 KB (1,019 words) - 11:45, 18 October 2022
  • ''Goals which players can choose a subset to strive towards.'' ...select goals first and then can try to achieve them or that they have all goals accessible all the time but only need to complete some of them to complete
    10 KB (1,537 words) - 10:55, 16 February 2018
  • ''Goals that from a systemic perspective are symmetric to each other.'' ...se needs, as well as the rewards completing them provides, are [[Symmetric Goals]].
    5 KB (811 words) - 17:35, 13 March 2018
  • ''Goals that provide players with information and motivation about what challenges ...ated them in what actions they perform when playing. Such goals are [[Main Goals]] when they describe overarching activities or game states which lead to wi
    7 KB (1,060 words) - 10:19, 15 March 2023
  • ...are used. These [[Extra-Game Consequences]] are typically also [[Committed Goals]]. While if can be difficult designing a game against people engaging in th ...e.g., determining turn order in games with [[Turn Taking]] (use of [[First Player Tokens]] show how turn order can be blurred into being more of a [[Resource
    10 KB (1,429 words) - 12:27, 25 August 2021
  • ...s their turn, and players give up the bidding lose what they have bid. The player with the best hand of those left when everybody has stopped increasing the In the Game Theory two-player game [[Dollar Auction]], both players lose what they have bid, and this fea
    13 KB (2,025 words) - 12:22, 26 August 2021
  • [[Player-Defined Goals]] [[Player-Defined Goals]]
    3 KB (289 words) - 08:41, 4 August 2022
  • [[King of the Hill]] goals pitch several players (or game-controlled agents) against each other by giv ...yer to do so for a certain amount of time or turns, which means that these goals typically are modulated by [[Time Limits]]; using [[Scores]] that increase
    5 KB (719 words) - 08:42, 23 February 2023

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