AvoidRandomAdversity
In a sense, a special case of RandomReinforcementSchedule and PositiveReinforcement, as noted by ["Bruce . . . It falls under his general rule of MaximizeFunMinimizeFrustration. This should not be taken to . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
BannedContent
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7K - last updated 2024-10-30 06:37 UTC by TrevorLDavis
Brent 20Gulanowski
== Who Am I? == I am a student at Ryerson University, Toronto, studying Applied Computer Science. I have . . . are tailored to make the game challenging and fun. In simulation games, the rules are meant to simulate . . . and self-sufficient in presenting challenge and fun for the player(s). ==== Computer Games ==== Computer . . .
6K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Challenge
'''Challenge''' is adversity. It's the element of gaming pleasure that makes you frown. (Contrast ["Fun"].) . . . of challenging games work directly against "["Fun"]". For example, the complete information available . . . gravitated toward elements that are both FunAndChallenging. ---- CategoryGoodIdea CategoryNeedsWork . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
40 Comments on HomePage
### 40 Comments. ### ---- Полезные советы по предотвращению дубликатов номеров, эффективные способы избежать . . . is a lot easier, interesting and a full time fun for people having too much interest in sports and . . .
14K - last updated 2025-04-29 18:53 UTC by ShawnSpods
CompellingGoal
If the players do not desire the the goal of the game, they will not become truly involved in the game, . . . and therefore have less fun. Worse, if the goal appears disconnected to the . . .
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 . . . over the land. Often they take place on islands, funnily enough. The hybrid style offers a lot of promise, . . .
7K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Corsairs
Corsairs was brought up with respect to MeaningfulChoices, and this was written in response. This isn't . . . of lost sight of the original question: what is fun? Luck is fun - or their wouldn't be so many games . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
DavidCary
David Cary. Wiki enthusiast in the morning. Electronics designer by day. Programmer by night. If this . . . wiki were "merely" about ways to have fun, I would still think it is a great wiki. I hope . . . [http://communitywiki.org/ProgrammingAtWorkIsLessFun "ProgrammingAtWorkIsLessFun" problem], the programmer . . . mental and physical energy, and unnecessarily unfun. http://wikiindex.org/DavidCary http://opencircuits.com/User:DavidCary . . .
1K - last updated 2010-09-23 20:21 UTC by DavidCary
Deadwood
A board game by ["Cheapass Games"]. In summary: some elegant and appropriate mechanics, but a little . . . a decision every turn, I think it would be quite fun, but then you lose the delicate balance between . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
DimensionalAnalysis
This concept, gleaned from ["Ray Petersen"], comes from database theory, where one wishes to find the . . . three aspects of a BoardGame. * FourteenFormsOfFun. ---- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Discovery
If every aspect of the game is known at the start, there will be less tension (CalculatedRisk) in each . . . may suffer. One of the FourteenFormsOfFun, and also called "Exploration and Discovery" in . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
DoorKeyLevelPattern
= Door Key Level Pattern = Problem: We want to give the player the illusion of freedom and nonlinearity, . . . and overused so often. Key/Door is also a very fundamental component of an element that shows up constantly . . . structure to Key/Door, with the ledges functioning as locked doors and the double jump functioning . . .
4K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
DownWithFun
["Mark LeBlanc"] at http://world.std.com/~mahk/algorithmancy/ discusses this. ["Jean-Paul LeBreton"] . . . http://www.antifactory.org/archives/000021.html. Fun is a general enough word to be almost meaningless. . . . (A contrary point of view is expressed at ["Fun"].) Washing dishes is fun, if you're in a dishwashing . . . to have more and better and different kinds of fun. For example, most action-adventure videogames . . . are trying to do much more than be fun. They have to create a new virtual experience that . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
EliminateCheating
= Don't Let The Player Cheat = I used to have a game design rule which was 'Let the Player Cheat'. I've . . . We just amputated our game. If combat isn't fun, make it fun, don't make it skippable. When Id . . .
4K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
EmotionalHeart
In the April 2003 Issue of ['Game Developer Magazine"], John Gilles and Chris Klug wrote an article entitled . . . easier mark might be one of the FourteenFormsOfFun or PlayerExperiences. In art, the emotional heart . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
FedExMissionPattern
= Fed Ex Mission Pattern = Possibly the lowest common denominator of game mission design, the Fed Ex . . . do it. (The logic there is specious but it was fun to say. Let's put it a different way; there is . . . becomes simply a way to give structure to that fun 2) if the holistic economy of doing the missions . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
FourteenFormsOfFun
* ["Beauty"] * ["Immersion"] * IntellectualProblemSolving * ["Competition"] * SocialInteraction * ["Comedy"] . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Fun
'''Fun''' is enjoyment. It's the more lighthearted aspect of the pleasure derived from a good game, the . . . The hardcore gamer tends to equate fun with the application of hard-earned skill and sheer . . . decisions. That is, to him, ''challenge is fun''. To most people, fun is something else. Game . . . elements that can be fun for players: SillyStuff, ["Humor"], ["Thwarting"] . . . But the best party games are both FunAndChallenging. See also: FourteenFormsOfFun, DownWithFun, . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
fun
#REDIRECT Fun . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
FunAndChallenging
See ["Fun"] and ["Challenge"]. In the past few decades, as game design has become a discipline and generally . . . gravitated toward elements that are both fun and challenging. * ''Taboo'' and many other PartyGames . . . of the competition. But it also contributes to fun by limiting the amount of time that can be spent . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
FunForThePlayer
The game designer must remember that the ultimate goal is fun for the ''player'' -- not fun for the designer, . . . or (in ComputerGame''''''s) fun for the computer. This rule comes from ["Sid Meier"], . . . same book, ["Jean-Francois Malouin"] suggests "fun over realism" - sometimes it enhances the game . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
GameDesign
Game Design is a pretty broad field. One of the big focuses of this site is BoardGame''''''s, and I . . . from DimensionalAnalysis. ---- "I'll tell you a funny story about architecture. Around 1990, I was . . . the creation of, you know, games? Games that are fun to play? Games that people enjoy playing? Games . . . things that help making games. == A Theory of Fun == I heard someone mention [http://www.amazon.com/gp/explorer/1932111972/2/ref=pd_lpo_ase/102-2287622-4264164? . . . "A Theory of Fun for Game Design": the book] by [http://raphkoster.com/ . . .
8K - last updated 2012-04-23 07:03 UTC by RonHaleEvans
Interactivity
A dynamic condition between a group of two or more agents/systems, where each has the potential to change . . . requires two or more entities which perform the functions of ["Listening"], ["Thinking"], and ["Speaking"]. . . .
3K - last updated 2009-08-26 18:52 UTC by tuo.ict.usc.edu
InterMap
See Oddmuse:URL_Abbreviations for help. {{{ Self http://www.ludism.org/gamedesign/ Funferall http://www.ludism.org/funferall/ . . .
1K - last updated 2009-07-06 01:10 UTC by RonHaleEvans
MaximizeFunMinimizeFrustration
In ["Game Design: SotS"], ["Bruce Shelly"] sums up his game design tips with this rule: "Work towards . . . two goals: maximum player fun (gameplay) and minimum player frustration (random . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
MeaningfulChoices
With no viable choices, the player will be quickly frustrated. With only one choice, the player will . . . support the IntellectualProblemSolving kind of fun. Which, most of the BoardGame''''''s we think of . . . use as their primary form of fun, so it is pretty relevant, but not exclusively . . . intellectual side is only one of FourteenFormsOfFun. Others that may come into meaningful choices are . . . a single game where this actually added to the fun. ---- CategoryGoodIdea . . .
5K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Meteors
One of the more fun ComputerGame''''''s created by ["Justin Love"]. The game is played in a crater during . . . height advancement. What really makes the game fun is the special rounds. (["Subgames"]) 'Meteor Shower' . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
MicroKernalRulesArchitecture
== MicroKernal Rules Architecture == I recently realized that games like CosmicEncounters aren't so . . . But it is not like Flux, in that the rules can fundamentally change. Flux must always be static. Tangential . . .
3K - last updated 2009-06-27 06:12 UTC by RonHaleEvans
ModesAreBad
= Modes Are Bad = This applies to computer/video games. This comes from UI design. Back in the days of . . . Modes are a means to cleanly break up groups of functionality. They can't be all bad. One would hope . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
OrthogonalElements
= Orthogonal Elements = Allow me to misuse a math term here. The elements of a game should multiply the . . . that this may be one of the deepest, most fundamental principles of game design. It is one method . . .
3K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
PerceivableEvents
If players can not figure out what a game is doing, they will have a very difficult time figuring out . . . easy to look at the game and say that it is not fun. One reason is that the player simply cannot get . . . a winner, but there would be no drama in it. (FunForThePlayer) Another reason is that the player . . .
2K - 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 . . . or no player interaction usually aren't much fun. Many people get together to play games because . . .
1K - last updated 2009-09-01 12:58 UTC by Glenn Storm
RealWorldTerrainAntipattern
= Real World Terrain Antipattern = Problem: We want to increase realism / immersion. Solution: Create . . . world. Warren Spector speaks to this in the "HOW FUN IS THE REAL WORLD, REALLY?" section of the Deus . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
RedemptionGame
= Redemption Games = CoinOperated games that pay out tickets (or sometimes something else). Many of . . . revisions. 1. Choose one of the FourteenFormsOfFun as your central idea. As the game evolves, look . . . cut out inessential game play to put as much fun as possible into a short play time: ["2.5 Seconds"], . . .
4K - last updated 2009-06-27 06:12 UTC by RonHaleEvans
RemoveExploits
= Remove Exploits = I worship Mark Nau. I remember watching him and Chris Busse play Gauntlet: they used . . . qualifies as good game design: after all, it's fun to discover these exploits, it's 'strategy'. Also, . . .
4K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Sequence 20For 20A 2048 2dhour 20Game
I participated in the 3rd ["Ludum Dare"] 48-hour game programming competition. As practice writing sequences, . . . speak to you, choose one of the FourteenFormsOfFun and try to fit it into the theme. 1. SimpleAsPossible . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
SimpleAsPossible
While a number of very complex, very good, games have been produced and played, there have also been . . . probably get in the way of the player having fun. ["Alexey Pajitnov"], in ["Game Design: SotS"], . . .
2K - last updated 2009-06-27 06:12 UTC by RonHaleEvans
SniperMode
= Have a Sniper Mode = I got this one from Tomo Moriwaki, who said, "Dude, sniper mode equals automatic . . . fun!" Meaning a mode where you have to stop moving . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
SocialInteraction
Most people enjoy the company of other people. Our games should support this. While a OnePlayerGame is . . . ---- CategoryGoodIdea | FourteenFormsOfFun | CategoryNeedsWork . . .
1K - 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 . . . there was terrain there. And look how much more fun Descent was than Wing Commander. Descent - a space . . .
1K - last updated 2009-06-27 06:12 UTC by RonHaleEvans
The 20Art 20of 20Computer 20Game 20Design
A book published by ["Chris Crawford"] in 1982. Despite the ComputerGame focus, Crawford is a student . . . of larger questions, and many of the fundamental issues apply to all games. Despite the . . .
1K - 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 . . .
1K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
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