Bomb
A bomb is a pivotal game event. It is defined by a reward greater than the resources required to generate . . . a game is that all players are aware of the bomb, and often what player actions, collectively, . . . resulting competition can make benefiting from a bomb harder than might appear from the rules alone. . . . and related card games, ShootingTheMoon is a bomb. * In Magic: The Gathering, costly, powerful cards . . . Memnarch]) are bombs. * Of course the most obvious example is the . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
EmergentStrategies
= Emergent Strategies = http://www.gamasutra.com/features/20010627/rouse_02.htm (free registration required) . . . interactions (such as using tiny wall-mounted bombs to climb up sheer surfaces in Deus Ex) *might* . . .
3K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Jonathan 20Degann
He has an enlightening series called Game Theory on ["The Games Journal"], including: * [http://www.thegamesjournal.com/articles/GameTheory1.shtml . . . Story Arcs] * The ["Bomb"] * Agonizing Decisions (MeaningfulChoices) ------- . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
TokenBasedEconomy
= Token Based Economy = Problem: We want to reward player behaviors but don't want them to become satiated . . . you can find, things you can carry\x97hearts, bombs, arrows\x97and things that increase the amount . . . you can carry\x97heart container pieces, bomb bags, quivers. This allows the designers to fill . . . comes in. It can be redeemed for hearts, bombs, arrows, fairies, weapons, shields, and the like. . . .
2K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
TwoStylesOfPlayAtOnce
Games are more fun if the player needs to play two styles simultanously. The challenge of balancing the . . . against land targets, since he can only drop one bomb at a time, and only encounters land targets in . . .
1K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
5 pages found.