Monday, April 16, 2007

freegames

Single-player freegames are unique in respect to the type of challenges a player faces. Unlike a freegames with multiple players competing with or against each other to reach the freegames's goal, a one-player freegames is a battle solely against an artificial opponent, against oneself's own skills, or against chance.
Playing with a yo-yo or playing tennis against a wall is not generally recognised as playing a freegames due to the lack of any formidable opposition. However, this is not the case in a single player computer freegames where the computer provides opposition.
freegames Play and freegamesplay
freegames can be characterized by "what the player does."[2] This is often referred to as freegamesplay. Major key elements identified in this context are tools and rules which define the overall context of freegames and which in turn produce skill, strategy, and chance.
The term freegamesplay arose along the development of computer freegames designers in the 1980s, and was used primarily within the context of video or computer freegames, though now its popularity has begun to see use in the description of other, more traditional, freegames forms.
freegames Tools
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freegames are often classified by the components that are required to play them (e.g. a ball, cards, a board and pieces or a computer). In places where the use of leather is well established, the ball has been a popular freegames piece throughout recorded history, resulting in a worldwide popularity of ball freegames (rugby, basketball, football, cricket, tennis, volleyball). Other tools are more idiosyncratic to a certain region. Cards, for instance, display great variations between the countries of Europe where they were originally popularized. Other freegames such as chess may be traced primarily through the development and evolution of its freegames pieces.
Many freegames tools are tokens, meant to represent other things. This may be a pawn on a board, fake money, or even intangible things such as points earned by scoring a goal.
In computer freegames, the evolution of user interfaces from simple keyboard to mouse, joystick or joypad has had a profound impact to freegames development. Moreover, computer freegames can create virtual tools to be used in a freegames, such as cards or dice.
freegames such as hide-and-seek or tag do not utilise any obvious tool. Rather its interactivity is defined by the environment. freegames with the same or similar rules may have different freegamesplay if the environment is altered. For example, hide-and-seek in a school building differs from the same freegames in a park; an auto race can be radically different depending on the track or street course, even with the same cars.
freegames Rules
Whereas freegames are often characterized by their tools, they are often defined by their rules. While rules are subject to variations and changes, enough change in the rules usually results in a "new" freegames. For instance, baseball can be played with "real" baseballs or with whiffleballs. However, if the players decide to play with only three bases, they are arguably playing a different freegames.
Rules generally determine turn order, the rights and responsibilities of the players, and win conditions. Player rights may include when they may spend resources or move tokens. Win conditions are often measured in meeting a certain quota of tokens (as in Settlers of Catan), having the greatest number of tokens at the end of the freegames (as in Monopoly), or some relationship of freegames tokens (as in chess's checkmate).
Ludwig Wittgenstein went as far as arguing that language was itself a freegames consisting of tokens governed by rough-and-ready rules that arise by convention and are not strict.[1]
freegames Skill, strategy, and chance
The emergent effect of a freegames's tools and rules applied by players is to display skill, strategy, and chance. freegames may be typified when they prominently feature one of these.
freegames of skill includes freegames of physical skill, such as wrestling, tag of war, hopscotch and target shooting, and freegames of mental skill such as checkers and chess. However, certain competitive sports such as marathons, 100m track, or gymnastics are often not recognised as freegames (though it is a part of the Olympic freegames) because the idea of testing pure physical attributes does not contain interactivity.
freegames of strategy include checkers, chess, Monopoly, go, arimaa, and tic-tac-toe. They, as in freegames of chance, often require special equipment to be played.
freegames of chance include various form of gambling freegames (blackjack, mah jong, roulette etc) and snakes and ladders as well as rock-scissor-paper. However, flipping a coin is not consider to be a freegames because pure chance determines the outcome.
However, most freegames contain various degrees of all above elements. For example, football and baseball involve both skill and strategy while poker involves strategy and chance. It is often the interaction of these elements that makes freegamesplay enjoyable.
freegames are intimately connected to culture and often have some social aspect. For example, freegames can be characterized in terms of the intended occasion of play: party freegames are played at parties, and family freegames with families. This characterization may also serve as a tool of exclusion. A drinking freegames is rarely appropriate for children, for instance, and polo requires significant investment both in terms of money and leisure time, making it a freegames of the upper class.
Some freegames are simply mind freegames. These freegames can be played anywhere ands by anyone and are spread by word of mouth. A modern day example of this is The freegames. the Object of The freegames is not to think about it. If you think about The freegames then you have lost and the losing player must announce this fact.
Domestic animals have been observed playing simpler freegames such as tag, tug-of-war, and fetch. Whether this is due to instinct or conscious choice, and whether the animals are capable of the strategic thinking to interfere with their opposition, questions whether this activity is actually a freegames.
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