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    Game design

    • This piglix contains articles or sub-piglix about Game design

    • Game designers

    • This piglix contains articles or sub-piglix about Game designers


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    • Video game design

    • This piglix contains articles or sub-piglix about Video game design


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    • Game design

    • Game design is the art of applying design and aesthetics to create a game to facilitate interaction between players for entertainment or for educational, exercise, or experimental purposes. Game design can be applied both to games and, increasingly, to other interactions, particularly virtual ones (see gamification). ... Read »


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    • Affinity space

    • An affinity space is a place – virtual or physical – where informal learning takes place. According to James Paul Gee, affinity spaces are locations where groups of people are drawn together because of a shared, strong interest or engagement in a common activity. Often but not always occurring online, affinit ... Read »


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    • Balance (game design)

    • In game design, balance is the concept and the practice of tuning a game's rules, usually with the goal of preventing any of its component systems from being ineffective or otherwise undesirable when compared to their peers. An unbalanced system represents wasted development resources at the very least, and at worst ca ... Read »


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    • Dynamic game difficulty balancing

    • Dynamic game difficulty balancing, also known as dynamic difficulty adjustment (DDA) or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too e ... Read »


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    • Emergent gameplay

    • Emergent gameplay refers to complex situations in video games, board games, or table top role-playing games that emerge from the interaction of relatively simple game mechanics. Designers have attempted to encourage emergent play by providing tools to players such as placing web browsers within the game engine (such a ... Read »


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    • Game mechanics

    • Game mechanics are constructs of or methods designed for interaction with the game state, thus providing gameplay. All games use mechanics; however, theories and styles differ as to their ultimate importance to the game. In general, the process and study of game design, or ludology, are efforts to come up with game me ... Read »


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    • Gameplay

    • Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it. Video game gameplay is distinct from graphics and ... Read »


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    • Gold sink

    • Gold sink is an economic process by which a video game's ingame currency ('gold'), or any item that can be valued against it, is removed. This process is comparable to financial repression in real economies. Most commonly the genres are role-playing game or massively multiplayer online game. The term is comparable to t ... Read »


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    • House rule

    • House rules are rules applying only in a certain location or organization. Bars and pubs in which games take place frequently have house rules posted. For example, it is a house rule in United States Air Force officers' clubs that if an officer enters the club wearing headgear and is officially noticed (i.e., the bell ... Read »


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    • Impulse-based turn system

    • An impulse-based turn system is a game mechanic where a game turn is broken up into a series of discrete, repeating segments, or impulses. It can be considered a fairly complex mechanic, but has been used in three games that have enjoyed long-term success, the wargames Star Fleet Battles and Car Wars, and the Hero Syst ... Read »


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    • Kingmaker scenario

    • A kingmaker scenario, in a game of three or more players, is an situation where a player unable to win has the capacity to determine which player among others is the winner. Said player is referred to as the kingmaker or spoiler. No longer playing for themselves, they may make game decisions to favor a player who play ... Read »


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    • Lame duck (game design)

    • A lame duck, in the context of a game, is a player who remains in the game but has no chance of winning. It must be literally impossible – not merely highly improbable – for a player to win for it to constitute a lame-duck scenario. Lame ducks are often found in sport. The teams that are eliminated fro ... Read »


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    • Lusory attitude

    • The lusory attitude is the psychological attitude required of a player entering into the play of a game. To adopt a lusory attitude is to accept the arbitrary rules of a game in order to facilitate the resulting experience of play. The term was coined by Bernard Suits in the book The Grasshopper: Games, Life and Utopi ... Read »


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    • MDA framework

    • In game design the Mechanics-Dynamics-Aesthetics (MDA) framework is a tool used to analyze games. It formalizes the consumption of games by breaking them down into three components - Mechanics, Dynamics and Aesthetics. These three words have been used informally for many years to describe various aspects of games, but ... Read »


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    • Procedural rhetoric

    • Procedural rhetoric or simulation rhetoric is a rhetorical concept that explains how people learn through the authorship of rules and processes. The theory argues that games can make strong claims about how the world works—not simply through words or visuals but through the processes they embody and models they co ... Read »


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    • Simultaneous action selection

    • Simultaneous action selection, or SAS, is a game mechanic that occurs when players of a game take action (such as moving their pieces) at the same time. An example of a game that uses this type of movement is the game Diplomacy. Typically, a "secret yet binding" method of committing to one's move is necessary, so that ... Read »


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