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  • ''Games that make use of other players' game instances to provide input to the game ...yer games and the isolated gameplay of single-player games - single-player games can of course provide or encourage social interaction outside gameplay and
    8 KB (1,159 words) - 08:25, 8 August 2015

Page text matches

  • Computer-mediated games need programs to uphold the game state, handle input from players and provi ...[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]], [[Game Servers]] are frequently called ''shards''.
    7 KB (1,065 words) - 18:08, 29 January 2015
  • ''Games that do not have any winning conditions.'' ...ems they use have no state defined as winning or no way to get there. Such games can still pose interesting challenges to players either by letting players
    11 KB (1,707 words) - 10:21, 15 March 2023
  • Games require players to adopt goals but some games make players adopt the role of fictive people and the roles they have goals ...s]]. For [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]], see Stark 2012<ref name="Stark"/> for an overview of the American versio
    22 KB (3,137 words) - 07:22, 8 April 2022
  • Many casino games, e.g. [[Roulette]] or [[Blackjack]], consist of many quite quick game insta ...e Wars]], and the [[Team Fortress series]] as well as in real-time tactics games such as [[World in Conflict]].
    13 KB (1,995 words) - 08:24, 8 August 2015
  • ''Games that make use of other players' game instances to provide input to the game ...yer games and the isolated gameplay of single-player games - single-player games can of course provide or encourage social interaction outside gameplay and
    8 KB (1,159 words) - 08:25, 8 August 2015
  • [[Category:Games]] [[Category:Experimental Art Games]]
    1 KB (206 words) - 17:40, 9 January 2011
  • All games require some effort to maintain and update the game state. This may be as e ...mine winners. Although not part of the definitions of board games and card games such as [[Chess]], [[Go]], [[Contract Bridge]], the [[Pokémon Trading Card
    20 KB (2,916 words) - 09:30, 23 August 2021
  • ''Games where gameplay is easy to begin, perform, pause, and end, without negativel ...s. In this four main areas of difference between causal games and hardcore games are discussed: fictional presentation, game knowledge required, time invest
    8 KB (1,148 words) - 09:26, 15 July 2016
  • ...the game system is in this case not consistent with the original meaning; games having this design are in fact closer to using the ''Horse'' concept in Voo ...he game and provide an anchor for the players' emotional investment in the games.
    27 KB (4,016 words) - 18:14, 9 August 2016
  • Games can provide parts of their environment so that one player controls what hap [[FarmVille]] and [[Mafia Wars]] are examples of games with [[Private Game Spaces]] on social media platforms. However, as part of
    9 KB (1,300 words) - 08:26, 8 August 2015
  • Many games depict fictional worlds populated with people of more or less human qualiti Although not that interesting as personalities, early arcade games such as [[Pac-Man]] can be said to have [[NPCs]] since each of them was giv
    26 KB (3,841 words) - 10:03, 13 May 2022
  • ...esides the different strategies one can use while training. Similarly some games, e.g. [[Tic-Tac-Toe]], provides several choices of where to place one's tok Open-ended games like the [[Sims series]] provide players with a multitude of game elements
    39 KB (5,769 words) - 08:28, 27 August 2021
  • ...he parts that make up these stories are created before gameplay begins the games have [[Predetermined Story Structures]]. ...eplay]]. [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] are often less pre-planned regarding events since coordinating these with
    28 KB (3,879 words) - 09:27, 10 March 2018
  • ''Games that have more than one player.'' ...ith the advent of the internet it became practical to create [[Multiplayer Games]] with hundreds or thousands of players, first in MUDs<ref name="MUDs"/> an
    30 KB (4,181 words) - 13:39, 1 April 2022
  • ...en they have to be present to be part of a game. For asynchronous games or games where you don't know all the people that are playing, it this may be necess ...sists of many rounds with only one resource changing between them. Similar games but with more complex structures, e.g. [[Texas Hold'em]] have difficulties
    10 KB (1,520 words) - 07:32, 21 August 2015
  • ...humans, and for this reason it is perhaps not too surprising that computer games often have a system to support this communication form. However, for a game ...tween characters in the game worlds. Later graphical [[:Category:Adventure Games|Adventure]], such as [[Grim Fandango]], [[Maniac Mansion]], and [[The Dig]]
    12 KB (1,618 words) - 09:49, 30 July 2014
  • ''Games where each game instance only there is only supports one player.'' ...cost is that the game designers and developers of a [[Single-Player Games|Single-Player Game]] need to construct all the challenges to be part of the game without
    19 KB (2,687 words) - 15:06, 8 August 2015
  • ..., 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
  • ...[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]] introduced another type of example: that of players being able to trade c ...e.g. [[Warhammer 40K]] or [[Magic: The Gathering]], are other examples of games with [[Purchasable Game Advantages]] because those with more money can buy
    6 KB (908 words) - 07:59, 8 August 2015
  • Many games, e.g. racing games, depend on completing some activity as quickly as possible. Even so, after ...ry speed challenges of [[Speedruns]] and those required by rules in racing games, this pattern make not distinction between the two as the design options be
    8 KB (1,193 words) - 08:20, 6 November 2019
  • ..., and whole game worlds. With the appearance of computer-based roleplaying games, programs could replace people in the role of [[Game Masters]] at the expen ...leases which have followed since then, including [[Paranoia]], the various games using the [[Storytelling System]], and [[Fallen Reich]].
    19 KB (2,776 words) - 07:11, 8 April 2022
  • Through having people or servers dedicated to them, some games can have game worlds that are always available for players to enter them. T Each [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Game]] (e.g. [[Call of Cthulhu]] and [[Hârnmaster]])
    15 KB (2,038 words) - 10:37, 23 November 2015
  • ...m have privacy and creative control, to avoid these areas become to lonely games can support restricted [[Visits]] from other players. ...uirement for being allowed to make [[Visits]] in [[Massively Single-Player Games]] such as [[FarmVille]] and [[CityVille]]; [[Tutorial Neighbors]] can be pr
    3 KB (438 words) - 11:38, 13 July 2015
  • ''Games which support hundreds or thousands of players to inhabit the same game wor ...y players share play sessions, are known as [[Massively Multiplayer Online Games]].
    7 KB (1,028 words) - 08:01, 28 July 2015
  • Some games allow people not playing the game to provide information or perform actions ...t with other people without being sure if they are performing roles in the games or are simply random people caught up in the gameplay. Although difficult t
    7 KB (963 words) - 12:06, 19 March 2018
  • In games where players need resources, one way of encouraging social interaction bet ...Massively Single-Player Online Games]], [[Asynchronous Gameplay]], and any games with [[Casual Gameplay]]. Who can give gifts to whom is often regulated thr
    3 KB (460 words) - 11:37, 13 July 2015
  • ...nformally by players and facilitators like game masters in many cases, the games themselves can provide [[Invites]], game actions that allow players to try ...get other players that are likely to help them with the various tasks the games challenges them with.
    3 KB (475 words) - 14:52, 19 March 2018
  • ...ameplay are directed towards reaching these goals. However, in multiplayer games other players may be trying to reach their goals and this provides an oppor ...s]] but this depends on how [[Rewards]] and [[Penalties]] are constructed. Games with [[Shared Rewards]] and [[Shared Penalties|Penalties]] make helping oth
    5 KB (783 words) - 15:39, 4 August 2015
  • ...ey are playing with or against other players. To make the players of these games return they can be designed to have [[Encouraged Return Visits]], i.e. as p ...ods. To further encourage players to return often, [[FarmVille]] and other games such as [[Ravenwood Fair]] and [[Zombie Lane]] provide specific rewards sim
    8 KB (1,231 words) - 08:34, 18 January 2015
  • Building is a common activity possible in games; this may be actual constructions or simply actions that are diegetically p ...o a level of complexity that players have constructed computers within the games.
    17 KB (2,423 words) - 11:14, 21 March 2018
  • ...voluntary attempt to overcome unnecessary obstacles.''<ref name="suits"/> Games often solve this by letting players choose from several possible actions bu ...only becomes interesting to design in [[Turn-Based Games]] or [[Tick-Based Games]] where players have to consider what actions to do when they can't do all.
    6 KB (947 words) - 10:15, 26 August 2021
  • ...life and modeling them with [[Thematic Consistency]] can result in popular games or toys. Even though not all aspects are realistic, e.g. aliens and ghosts Besides the value of being exotic, it is very common for games to make use of themes including magic or science fiction elements since the
    23 KB (3,301 words) - 09:05, 8 April 2022
  • ...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 of the massively single-player online games on social network sites make use of ''neighbors'', lists of other players t [[CityVille]], [[Empires & Allies]], and [[Zombie Lane]] are all examples of games that make use of [[Tutorial Neighbors]].
    2 KB (340 words) - 06:41, 14 June 2011
  • ...e machine. With the spread of the internet and personal computers however, games could be made the uploaded results to a central server and thereby creating ...igh Score Lists]] so they can be exchanged between the systems running the games. This typically was of handling this is by creating a [[Meta Servers|Meta S
    3 KB (379 words) - 16:31, 23 July 2016
  • In many games players can create or change the specifics of their game world. One of the ...ally similar, [[Naming]] also appears in [[:Category:Manager Games|Manager Games]] such as [[Bloodbowl]], [[Hattrick]], and the [[Football Manager series]].
    4 KB (616 words) - 16:50, 23 July 2016
  • Online games that are not directly played as multiplayer games can allow a limited form of interaction by letting players have restricted Using [[Neighbors]] is a common feature in many of the most popular games based on Facebook. [[Mafia Wars]], [[FarmVille]], [[CityVille]], and [[Empi
    4 KB (518 words) - 10:30, 4 July 2016
  • Games that wish to make players have to husband the actions they perform can use ...is used to control how often certain actions can be performed in real-time games. In this case the actions costs a certain amount of points from some value
    11 KB (1,542 words) - 08:02, 27 July 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
  • ...n, uncertainty, and importance of the real-world equivalent. [[Combat]] in games give players clear goals and opponents and gives clear indication of what p ...ainst each other with game rounds of 5 or 1 seconds (the [[:Category:Board Games|Board Game]] [[Car Wars]] uses segments of 0.1 or 0.2 seconds depending on
    13 KB (1,856 words) - 07:18, 9 November 2021
  • ...oth these types of requirements limits where and when games can be played. Games that by design try to avoid these requirements, and thereby can be played m ...ort [[Ubiquitous Gameplay]] as long as one has others to play with and the games are not perceived as disruptive by others. [[Assassin]] and various flash m
    13 KB (1,962 words) - 08:25, 2 September 2014
  • [[Category:Games]] [[Category:Puzzle Games]]
    822 bytes (99 words) - 18:12, 25 July 2015
  • [[Category:Computer Games]] ...stub. For more information see the paper ''Insectopia: exploring pervasive games through technology already pervasively available''<ref name="insectopia"/>.
    828 bytes (90 words) - 17:15, 2 October 2011
  • ...ame session. These [[Ghosts]] are naturally only feasible in some types of games, more specifically those where players' actions cannot directly interfere w [[:Category:Racing Games|Racing Games]] such as the [[Gran Turismo series]] and the [[Mario Kart series]] make us
    5 KB (771 words) - 16:52, 31 January 2015
  • ''Games based on the effects and outcomes of other games.'' ...that they are participating in a game), but the participants of the [[Meta Games|Meta Game]] may even so treat the activity as a game.
    12 KB (1,735 words) - 07:55, 4 August 2022
  • ...or "Player versus Environment") by players in massively multiplayer online games to distinguish it from the first one ([[PvP]], or "Player versus Player"). ...n different options of how players could play massively multiplayer online games. From this origin, in common usage it has a strong undertone of being an o
    6 KB (800 words) - 17:55, 8 January 2015
  • ...n introduced. It was first with the advent of massively multiplayer online games that a need to distinguish between combat against the other players and aga ...as a concept to describe optional gameplay in massively multiplayer online games. While this means that [[PvP]] has assumptions of being optional and being
    7 KB (1,027 words) - 18:51, 3 August 2015
  • ''Text-based message channels in games.'' ...tion means with players, but most that make any use of them in multiplayer games offer several [[Chat Channels]] through the same interface to let players s
    9 KB (1,237 words) - 10:40, 25 July 2014
  • ...ng players' activities to determine with gameplay actions will take place. Games that do this have [[Mediated Gameplay]]. ...[[:Category:Card Games|Card Games]], and [[:Category:Pinball Games|Pinball Games]] introduce the same separation between game state, presentation, and possi
    10 KB (1,396 words) - 09:02, 31 July 2015
  • ...There are however many different reasons why people may not feel that the games are for them. While in some cases this may simply be that they do not like ...r positions on high score lists. Other [[:Category:Computer Games|Computer Games]], e.g. [[Counter-Strike]], the [[Quake series]] and [[World of Warcraft]],
    7 KB (998 words) - 10:24, 13 July 2015
  • ...ed around the concept of a game servers which people log onto to play. For games with more people that want to play than the individual game instances can s ...[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]];
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  • Players of games often enact actions in game worlds as well as engage in conversations with ...e-player [[:Category:Computer-based Roleplaying Games|Computer Roleplaying Games]], e.g. [[Arcanum: Of Steamworks and Magick Obscura|Arcanum]], the [[Dragon
    5 KB (634 words) - 07:44, 17 July 2019
  • ...ected them in multiplayer games or might make others view the actions in a single-player game more as playing than gaming. In both case, the game design does sancti ...anctioned Cheating]] in the context of [[:Category:Computer Games|Computer Games]].
    9 KB (1,321 words) - 16:30, 18 March 2018
  • ...games are played by players that are co-presence with each other, not all games do. Those with [[Asynchronous Gameplay]] can be played with some or no othe Turn-based games such as [[Chess]] and [[Go]] support [[Asynchronous Gameplay]] since player
    7 KB (946 words) - 19:44, 2 July 2015
  • ''Lists maintained by games for individual players to help them.'' Some games rely on players having explicit enumerations of which other players are abl
    5 KB (714 words) - 11:39, 13 July 2015
  • ''Real-time games which have sufficiently long intervals between update phases to let players ...and make use of them for planning or for deciding when to engage with the games.
    5 KB (779 words) - 15:49, 18 July 2015
  • 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
  • Games typically have several players that can affect it, and also often have seve ...ouble variant has. [[Contract Bridge]] is an example of a [[:Category:Card Games|Card Game]] with two-player [[Teams]].
    16 KB (2,156 words) - 12:11, 19 March 2018