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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.
    10 KB (1,480 words) - 08:21, 6 May 2022
  • 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
    5 KB (722 words) - 15:39, 28 July 2014
  • ...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
    8 KB (1,120 words) - 08:57, 8 March 2023
  • 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
    11 KB (1,503 words) - 13:37, 1 April 2022
  • 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
    5 KB (685 words) - 11:07, 7 September 2016
  • 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
    6 KB (846 words) - 09:33, 26 June 2016
  • [[Category:Adventure Games]] [[Category:Computer Games]]
    628 bytes (74 words) - 12:51, 30 June 2014
  • 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
    5 KB (687 words) - 08:42, 8 April 2022
  • ''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
    13 KB (1,881 words) - 09:25, 8 March 2023
  • 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
    4 KB (578 words) - 09:05, 21 September 2016
  • 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.
    7 KB (1,007 words) - 12:55, 18 March 2018
  • 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.
    3 KB (384 words) - 14:21, 27 July 2015
  • 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.
    4 KB (518 words) - 16:35, 2 August 2015
  • 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]]''.''
    4 KB (632 words) - 10:14, 27 July 2015
  • 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.
    5 KB (652 words) - 12:20, 1 September 2016
  • ''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
  • ...ritize their efforts on other things; they are typically also applied to [[Quick Time Events]] but in this case players are forced to try and complete some ...s or speed up [[Enemies]] (this is more problematic to do in [[Multiplayer Games]] since manipulating game time is likely to affect everyone). [[Penalties]]
    10 KB (1,349 words) - 23:25, 17 March 2018
  • Players often have to repeat challenges in games until they succeed with them. However, failing some challenges can not only ...These types of penalties exist also in [[:Category:Computer Games|Computer Games]], e.g. failing to make jumps in either the [[Super Mario series]] or the [
    4 KB (573 words) - 14:39, 17 March 2018
  • Most games put players in situation where they can clearly see that a future or ongoin ...e players, but this outcome can be changed by additional bids. Examples of games in which these can be found include [[Amun-Re]], [[Homesteaders]], and [[Po
    4 KB (591 words) - 08:07, 26 August 2021
  • Games have game states that need to be updated during gameplay. This can feel lik ...and update it as necessary. For [[:Category:Roleplaying Games|Roleplaying Games]], the game masters also have the task of describing the game worlds and th
    9 KB (1,260 words) - 15:15, 19 March 2018
  • ...ctate what actions are possible. Even so, players can experience that some games allow for quite different gameplay experiences and choices while others don ...Fluxx series]] can change the rules controlling how players can act in the games. While the possibility space of rules is fixed in these, [[Nomic]] allows e
    14 KB (1,944 words) - 11:17, 21 March 2018
  • Some events in games cannot be affected by players. Some of these are parts of the game environm ...he [[Dead Rising series]], and the [[Tomb Raider series]], are examples of games with [[Ultra-Powerful Events]] since players cannot affect the game while t
    7 KB (863 words) - 09:47, 21 September 2016
  • ...While this screen may contain everything needs to relatively uncomplicated games in terms of game elements and possible actions, others need to let players [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] make heavy use of [[Secondary Interface Screens]]. Examples include the [
    6 KB (740 words) - 11:17, 26 July 2016
  • One of the typical design elements of games is goals. These provide players with motivation to perform various possible ...game and adding other goals outside the game (and thereby creating [[Meta Games]]). Support for [[Speedruns]] can be used in the same way. More implicitly,
    11 KB (1,616 words) - 07:50, 23 February 2023
  • ...e other players (and reveals of cards in some variants). Further, in these games the relation between bets and rewards depends upon all players actions. ...s make it further difficult to avoid the possibility of [[Betting]] [[Meta Games]], and the participants of the [[Betting]] do not need to be the participan
    10 KB (1,429 words) - 12:27, 25 August 2021
  • Games offer goals for players to try and reach, and many games provide many goals. One way of organizing these goals is to make additional [[Collections]] exist in many if not most games. In [[Lotto]], a [[Collections|Collection]] is completed by getting matchin
    5 KB (745 words) - 08:51, 10 August 2022

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