MediaWiki API result

This is the HTML representation of the JSON format. HTML is good for debugging, but is unsuitable for application use.

Specify the format parameter to change the output format. To see the non-HTML representation of the JSON format, set format=json.

See the complete documentation, or the API help for more information.

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            "205": {
                "pageid": 205,
                "ns": 0,
                "title": "Related Work",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "\nThis is an alphabetized list of articles, books and sources that have been important to the Game Ontology Wiki. Some have been inspirational while others reflect approaches that are similar in some ways. This list is also important to us as a library of bibliographic references.\n\n*Holopainen, J. & Bj\u00f6rk, S. (2007) Design patterns are Dead - Long Live Design Patterns. Borries, Friedrich von, Walz, Steffen P., B\u00f6ttger, Matthias (eds.) (2007), Space Time Play. On the Synergy *Between Computer Games, Architecture, and Urbanism, Birkh\u00e4user Publishing, Basel Boston Berlin.\n*Holopainen, J., Bj\u00f6rk, S. & Kuittinen, J. (2007). Teaching Gameplay Design Patterns. Paper presentation at ISAGA 2007, Nijmegen,The Netherlands. Winner of the The ISAGA Outstanding Paper award.\n*Lankoski, P. & Bj\u00f6rk, S. (2007). [http://www.digra.org/digital-library/publications/gameplay-design-patterns-for-believable-non-player-characters/ Gameplay Design Patterns for Believable Non-Player Characters]. Paper presentation at DiGRA 2007, Tokyo, Japan.\n*Lankoski, P. & Bj\u00f6rk, S. (2007). Gameplay design Patterns for Social Netowrks and Conflicts. Paper Presentation at Computer Game Design and Technology Workshop, John Moores University, Liverpool.\n*Mor, Y., Winters, N., Pratt, D. & Bj\u00f6rk, S. (2007). Tools for Developing Design Patterns for Mathematical Computer Games. Paper presentation at the Game in' Action conference, G\u00f6teborg, Sweden.\n*Peitz, J. & Bj\u00f6rk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.\n*Zagal, J.P., Aarseth, E., Bj\u00f6rk, S., Holopainen, J. & Mateas, M. (2007). Patterns, Typology and Ontology: An Overview and Discussion of the Formal Analysis of Games and Gameplay. Panel at DiGRA 2007, Tokyo, Japan.\n*Cook, Daniel (2006), \"[http://www.lostgarden.com/2006/01/creating-system-of-game-play-notation.html Creating a system of game play notation]\", [http://www.lostgarden.com/ Lost Garden] Blog\n*Koster, Raph (2005) \"[http://www.theoryoffun.com/grammar/gdc2005.htm A Grammar of Gameplay]\", Presented at the Game Devoper's Conference 2005.\n*Bj\u00f6rk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.\n*Bj\u00f6rk, S., & Holopainen, J. (2003) Describing Games - An Interaction-Centric Structural Framework. In Copier, M. & Raessens, J. (Eds.) (2003) Level Up - CD-ROM Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.\n*Bj\u00f6rk, S., Lundgren, S. & Holopainen, J. (2003) Game Design Patterns. In Copier, M. & Raessens, J. (Eds.) (2003) Level Up - Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.\n*Lindley, Craig (2003) \"[http://www.gamasutra.com/features/20031003/lindley_01.shtml Game Taxonomies: A High Level Framework for Game Analysis and Design]\", [http://www.gamasutra.com/ Gamasutra.com]\n*Bateman, Chris, et al. (2006) Play Spec Symposium.\n\nAgainst formal approaches for describing games\n*Fitch, Michael\n**[http://www.micrysweb.com/library/platonism.html Platonism and Game Design Theory]\n**[http://www.micrysweb.com/office/formallanguage.html Against a Formal Language for Game Design]\n\nOther projects\n*[http://tvtropes.org/pmwiki/pmwiki.php/Main/VideogameTropes VideogameTropes]"
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            "163": {
                "pageid": 163,
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                "title": "Required Goals",
                "revisions": [
                    {
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                        "*": "[[Category:Ontology]][[Category:Goals]]\nRequired goals must be accomplished to finish (or win) a game. There are no workarounds or alternatives for these goals; they are frequently referred to as bottle-necks that impede a players progress in a game. Required goals can be considered as those goals that are on the critical-path towards success with the game.\n\nThe existence of required goals is not necessarily associated with linearity in games. In other words, it is possible for a game to have a set of required goals that must all be accomplished though the order in which they must be tackled is left to the players discretion.\n\n==Examples==\n\n\n===Strong Example===\n\n====Super Mario Bros====\nSuper Mario Bros provides a strong example of required goals.  The goal in the majority of the levels is simply to get to the end. The other ones require that you defeat a boss.  In both cases the only way to proceed is to complete these goals.\n\n====Goldeneye 64====\nin Goldeneye 64, each level has its own set of mission objectives, which include thing like picking up a certain item or destroying a certain object. Unless every single one of these goals are met, reaching the end of a level will simply result in the player having to start that level over.\n\n====Kirby's Adventure====\nKirby's Adventure is a prime example of the idea of \"bottle-neck\" goals for game progression. Kirby is only allowed to enter one door (to a level) at a time and is only allowed to progress to the next door when the first is beaten.\n\n====Diablo 2====\nIn Diablo 2, play cannot progress past the current act until the player defeats the Boss for that act. Within acts there is some freedom (barely) of which task to complete first, but for the most part each of these must also be completed in sequence. Once a player defeats the boss for the given act, they can move on to the next act but this can sometimes be frustrating as players are forced to increase their character's skill in order to defeat the boss (confined to the areas leading up to the boss's location).\n\n====Splinter Cell:Double Agent====\nIn Splinter Cell: Double Agent, each mission has its own set of primary objectives which you must complete in order to gain trust with various factions, otherwise you will fail the game.  The more objectives you complete with one faction, the more you lose trust with another.  \n\n===Weak Examples===\n\n====Need for Speed====\nNeed For Speed also provides a strong example of required goals.  Winning the race is usually the  goal and its the only way.  However, there are some variations like winning a certain number of the races in the main campaign, so it isn't necesarry to win ALL the races, just a certain amount.  \n\n====Black & White====\nIn Black & White, there are certain activities that the player is supposed to complete in order to progress in the game (for example, visit Nemesis' gargantuan ex-Creature wandering about the first island to learn to fight and such). If the player desires, however, they can forego this and simply attend to the original village's needs without progressing the game's storyline. This leaves the player in something of a state of stasis, but a player can technically consider themselves successful at the game by simply keeping that first village happy and healthy without progressing any further in the overall story.\n\n----\n==Parent==\n*[[Game Goals]]\n\n----\n==Children==\nNone"
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