BossPattern
= Boss Pattern = I'm not really clear on why bosses are considered an almost mandatory component of videogames. . . . the boss fight provides both an increased challenge to conquer and a reward in the form of a . . . movie--I'm just happy to have unlocked the final challenge. But I'm weird that way.] Allows insertion . . .
3K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Brent 20Gulanowski
== Who Am I? == I am a student at Ryerson University, Toronto, studying Applied Computer Science. I have . . . cohesive and self-sufficient in presenting challenge and fun for the player(s). ==== 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"].) . . . Major categories of game challenges include puzzles, ["Competition"], and the . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
challenge
#Redirect Challenge . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Competition
Without a challenge, players may lose interest. One of the easiest ways to create ["Challenge"] is to . . . up additional players with opposing goals. Few challenges can measure up to the craftiness of another . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
ComputerControlledAllyAntipattern
= Computer Controlled Ally Antipattern = (We're really getting into the 'that's your opinion' territory . . . ally is too good or too powerful, they take the challenge of the game away from the player. (The computer . . . more immersive without taking away the challenge of the game. ---- CategoryAntiPattern . . .
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 . . . encounters to suit the players enjoyment and the challenge, using surprise or the intensity of combat . . .
7K - 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"] . . . you didn't actually have to complete the fishing challenge in Zelda, for example. I don't play Zelda . . .
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 . . . why repeat it to get to the next challenge? I detest having to repeat something already . . .
4K - 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 . . . one that makes you smile. (Contrast ["Challenge"].) The hardcore gamer tends to equate fun . . . set of in-game decisions. That is, to him, ''challenge is fun''. To most people, fun is something . . .
2K - 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 . . . two, maybe seven. Of itself, the timer is a challenge: it's a constraint that shapes the nature . . .
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, . . . systems. These things are "[...]there to to '''challenge players, not defeat them''', to make them . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Intention
If the player cannot develop a plan in the game, he will not feel in control of it. This idea comes from . . . each plan, and to choose among several ParallelChallenges. * Due to the limited resources in ["The . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Jamie 20Fristrom
== Me == My ludography: [http://mobygames.com/developer/sheet/view/developerId=26239/] My blog (and other . . . the more traditional joy of overcoming challenges. I play a lot of different games poorly: . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
OnePlayerGame
Other players aren't always available to provide ["Competition"]. Instead, the player can be pitted against . . . to name only a few categories. The degree of challenge becomes a critical issue with these games, . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
ParallelChallenges
If they player can operate in only one field, there is a chance that he will become stuck or fall very . . . one field of the game. Called "Provide Parallel Challenges with Mutual Assistance" in ["Better By Design"], . . . relevant here. If a player is stuck on one challenge, completing others should make him better . . . glance at ["Formula De"] would show only one challenge, there is a delicate balance between position . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Proxy
This principle is presented in the context of ComputerGame''''''s in ["The Case For Game Design Patterns"]. . . . use various fields of accomplishment (ParallelChallenges) as proxies for winning the game. *["The . . .
1K - 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 . . . at a game, then it loses the whole element of challenge, and is no longer a game at all, but a toy. . . . point to resume physical form. In Deus Ex, each challenge has a wide variety of solutions; you rarely . . .
6K - 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, . . . other especially GoodIdea''''''s are: ParallelChallenges, PositiveReinforcement, RandomReinforcementSchedule, . . .
2K - last updated 2009-06-01 02:21 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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