AsymmetricalDistribution
If all players are exactly equal, there may be little need for PlayerInteraction, and less possibility . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Diplomacy
Often, a player would like the hinder the progress of another player. Or, two or more players would like . . . diplomacy to emerge, the game must permit this PlayerInteraction. The article ["I Have No Words & . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
InformationAsCommodity
A more compelling experience can be created by hiding some of the game information and allowing players . . . Common goals between characters also lead to PlayerInteraction and the formation of ["Diplomacy"]. . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
PartialInfluence
Perfect control is boring. No control is frustrating and probably boring, on top of offering not MeaningfulChoices. . . . never know the result for certain. To bring in PlayerInteraction, make the uncertainty result from . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
PlayerInteraction
The actions of a game that represent [[Interactivity]] between players. Freely reciprocal player actions . . . length: [http://www.thegamesjournal.com/articles/PlayerInteraction.shtml] ---- CategoryGoodIdea | CategoryNeedsWork . . .
1K - last updated 2009-09-01 12:58 UTC by Glenn Storm
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