About: Risk/reward cycle   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

In computer and video games, the risk/reward cycle, or risk/reward schedule, is a gameplay consequence of the game model and game design. The risk/reward cycle is the distance between the core mechanics and the end purpose of a game. For instance, the purpose of real-time strategy games is the military conquest of the opponents on the map or in the mission, which is done by harvesting resources, building bases and producing units, which means that in general the player will spend 80% of his gaming time on repetitive core game mechanics and only the residual 20% of his time on the military confrontation.

AttributesValues
rdfs:label
  • Risk/reward cycle
rdfs:comment
  • In computer and video games, the risk/reward cycle, or risk/reward schedule, is a gameplay consequence of the game model and game design. The risk/reward cycle is the distance between the core mechanics and the end purpose of a game. For instance, the purpose of real-time strategy games is the military conquest of the opponents on the map or in the mission, which is done by harvesting resources, building bases and producing units, which means that in general the player will spend 80% of his gaming time on repetitive core game mechanics and only the residual 20% of his time on the military confrontation.
dcterms:subject
dbkwik:annex/prope...iPageUsesTemplate
Day
  • 30(xsd:integer)
Month
  • November
concern
  • Non-notable video game term.
Time
  • 396.0
Timestamp
  • 20071130063601(xsd:double)
Year
  • 2007(xsd:integer)
abstract
  • In computer and video games, the risk/reward cycle, or risk/reward schedule, is a gameplay consequence of the game model and game design. The risk/reward cycle is the distance between the core mechanics and the end purpose of a game. For instance, the purpose of real-time strategy games is the military conquest of the opponents on the map or in the mission, which is done by harvesting resources, building bases and producing units, which means that in general the player will spend 80% of his gaming time on repetitive core game mechanics and only the residual 20% of his time on the military confrontation.
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