AsymmetricalDistribution
If all players are exactly equal, there may be little need for PlayerInteraction, and less possibility . . . for ["Replayability"]. Asymmetrical distribution was put . . .
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 . . . to help improve that elusive game feature: replayability. Most heavily story-driven RPG games, . . .
7K - 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 . . . move. If the game is the same every time, ["Replayability"] may suffer. One of the FourteenFormsOfFun, . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
OpportunityToWin
In some games, players start out with a unique situation, which may not be properly balanced with the . . . on repeated playing of the game can help ["Replayability"], but care must be taken to keep the . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Replayability
The subjective value of a game as it is played subsequent to the first [[PlayerExperiences]]. The dynamic . . .
1K - last updated 2009-09-01 13:11 UTC by Glenn Storm
Wolfgang 20Kramer
Wolfgang Kramer lists these game design principles: * ["Originality"] * ["Replayability"] * ["Surprise"] . . .
1K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
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