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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| - 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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| - Non-notable video game term.
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| - 20071130063601(xsd:double)
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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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