AntiPattern
= Game Design Antipatterns = It can't just be a flaw in a game to be an antipattern; it has to be something . . . between what the player wants to do and what the avatar actually does" is a bad thing that should be . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Avatar
One or more virtual subjects of the game world which the player controls, usually directly. The primary . . . all the white pieces of a chess game are the avatar for the person playing white, or would you say . . . that each white piece is an avatar for the person playing white?'' ''Yes'' . . .
1K - last updated 2010-11-30 21:11 UTC by og-82.ict.usc.edu
BannedContent
viagra|cialis [vV]+[iI]+[aA]+[gG]+[rR]+[aA]+ [cC]+[iI]+[aA]+[lL]+[iI]+[sS]+ [cC]+[iI]+[aA]+[lL]+[iI]+ . . . kinogo basjd[0-9] keplr penname\.me boosty gravatar pubhtml5 pavlovia slideserve comcash boomerang . . .
7K - last updated 2024-10-30 06:37 UTC by TrevorLDavis
ComputerControlledAllyAntipattern
= Computer Controlled Ally Antipattern = (We're really getting into the 'that's your opinion' territory . . . or more game characters that are allies of the avatar but are controlled by the computer. Consequences: . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
ComputerRPG
A Computer-based Role Playing Game. See RolePlayingGame for general information. A computer RPG is one . . . achieved vicariously through that of the avatar, or player character. Interestingly, the preference . . . for the term "player character" or "avatar" perhaps reveals a person's preference for one . . .
7K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
MakeThePlayerAhero
= Make The Player A Hero = This is another Midway/Atari via Mark Nau rule, that applies to action-adventure . . . video/computer games. We identify with our avatars in the video game world. When they leap a tall . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
NameForThisKindOfGame
= Need A Name = I've noticed that most of my contributions apply mainly to a certain broad category of . . . Some things the game probably must have: an avatar, a progression of terrain, and narrative (no . . . Personal Exploration Narrative to get the avatar in? ---- If they were movies, they would be . . .
3K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
PunishmentAntipattern
= Punishment Antipattern = Problem: Player is able to finish the game too quickly, or they are not discovering . . . right; take away points or rewards; kill their avatar. Consequence: This is the opposite of PositiveReinforcement. . . .
6K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
RolePlayingGame
A role playing game is one which involves the portrayal of a character as an integral part. This character . . . of complex rule system for simulating combat and avatar skill advancement, usually closely mimicking . . . are had through his character, also called his avatar. This involves two main efforts on the player's . . .
4K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
SaveGamePatterns
= SaveGamePatterns = I may not fully grok what patterns are all about; I've read about software engineering . . . you lose, it creates a sort of empathy with the avatar - the avatar loses its simulated life, the player . . . loses his avatar. On the other hand, this creates frustration; . . .
7K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
TerrainMatters
= Terrain Matters = This rule comes originally from Midway/Atari by way of Mark Nau. Specializations . . . to computer/videogames where you control an avatar in a world. ---- CategoryGoodIdea . . .
1K - last updated 2009-06-27 06:12 UTC by RonHaleEvans
11 pages found.