Follow TV Tropes

Following

History Main / Macrogame

Go To

OR

Is there an issue? Send a MessageReason:
None


* If you're playing ''VideoGame/GHOSTSquad'' with a card on a machine that accepts cards or via the Wii port, you can unlock new weapons and costumes that you can use in subsequent playthroughs, as well as unlock harder versions of missions by completing each of them.

to:

* If you're playing ''VideoGame/GHOSTSquad'' ''VideoGame/GhostSquad2004'' with a card on a machine that accepts cards or via the Wii port, you can unlock new weapons and costumes that you can use in subsequent playthroughs, as well as unlock harder versions of missions by completing each of them.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The games in the ''VideoGame/RedBaron'' series have a Campaign Mode which tracks a single pilot's progression across multiple missions until they either reach the end date (November 1918) or get removed from play early by death or mischance. Characters can earn promotions which allow them more leeway in mission planning and choice of available planes for each mission. When and where your character starts also serves as a meta-difficulty setting, as the Germans have a clear advantage in the earliest start dates and the Entente in the latest, though this ebbs and flows as new planes with better capabilities are introduced for both sides according to the historical timeline.

Added: 476

Changed: 3

Is there an issue? Send a MessageReason:
None


One of the oldest and most common forms of a macrogame is the '''Campaign (or Career) Mode''', where individual gameplay sessions are tied together in such a way that performance in one session provides tangible benefits for future sessions. This typically relies on a form of GameplayGrading, where better performance translates directly into increased access perks and benefits, either directly based on a threshold system or else by awarding in-game currency that can be used to purchase equipment and upgrades at a HubLevel between sessions. In some games the macrogame is further tied together by an overarching narrative that serves as a FramingDevice, sometimes featuring varying degrees of StoryBranching depending on the player's choices and overall performance.

to:

One of the oldest and most common forms of a macrogame is the '''Campaign (or Career) Mode''', where individual gameplay sessions are tied together in such a way that performance in one session provides tangible benefits for future sessions. This typically relies on a form of GameplayGrading, where better performance translates directly into increased access to perks and benefits, either directly based on a threshold system or else by awarding in-game currency that can be used to purchase equipment and upgrades at a HubLevel between sessions. In some games the macrogame is further tied together by an overarching narrative that serves as a FramingDevice, sometimes featuring varying degrees of StoryBranching depending on the player's choices and overall performance.
performance.

As technology has advanced, the macrogame has taken advantage of the ability for players to maintain a persistent online presence. Beyond the single-player campaign where a player can influence only their individual copy of the game, some games now utilize PlayerDataSharing to allow individual play sessions to influence the state of play for the entire community, with teams, guilds, or even the player base as a whole receiving incentives to complete collective objectives.
Is there an issue? Send a MessageReason:
Spelling/grammar fix(es)


One of the oldest and most common form of a macrogame is the '''Campaign (or Career) Mode''', where individual gameplay sessions are tied together in such a way that performance in one session provides tangible benefits for future sessions. This typically relies on a form of GameplayGrading, where better performance translates directly into increased access perks and benefits, either directly based on a threshold system or else by awarding in-game currency that can be used to purchase equipment and upgrades at a HubLevel between sessions. In some games the macrogame is further tied together by an overarching narrative that serves as a FramingDevice, sometimes featuring varying degrees of StoryBranching depending on the player's choices and overall performance.

to:

One of the oldest and most common form forms of a macrogame is the '''Campaign (or Career) Mode''', where individual gameplay sessions are tied together in such a way that performance in one session provides tangible benefits for future sessions. This typically relies on a form of GameplayGrading, where better performance translates directly into increased access perks and benefits, either directly based on a threshold system or else by awarding in-game currency that can be used to purchase equipment and upgrades at a HubLevel between sessions. In some games the macrogame is further tied together by an overarching narrative that serves as a FramingDevice, sometimes featuring varying degrees of StoryBranching depending on the player's choices and overall performance.
Is there an issue? Send a MessageReason:
None


One of the oldest and most common form of a macrogame is the '''Campaign (or Career) Mode''', where individual gameplay sessions are tied together in such a way that performance in one session provides tangible benefits for future sessions. This typically relies on a form of GameplayGrading, where better performance translates directly into increased access perks and benefits, either directly based on a threshold system or else by awarding in-game currency that can be used to purchase equipment and upgrades at a HubLevel between sessions. In some games the Campaign Mode is further tied together by an overarching narrative that serves as a FramingDevice, sometimes featuring varying degrees of StoryBranching depending on the player's choices and overall performance.

to:

One of the oldest and most common form of a macrogame is the '''Campaign (or Career) Mode''', where individual gameplay sessions are tied together in such a way that performance in one session provides tangible benefits for future sessions. This typically relies on a form of GameplayGrading, where better performance translates directly into increased access perks and benefits, either directly based on a threshold system or else by awarding in-game currency that can be used to purchase equipment and upgrades at a HubLevel between sessions. In some games the Campaign Mode macrogame is further tied together by an overarching narrative that serves as a FramingDevice, sometimes featuring varying degrees of StoryBranching depending on the player's choices and overall performance.
Is there an issue? Send a MessageReason:
None


One of the oldest and most common form of a macrogames is the '''Campaign (or Career) Mode''', where individual gameplay sessions are tied together in such a way that performance in one session provides tangible benefits for future sessions. This typically relies on a form of GameplayGrading, where better performance translates directly into increased access perks and benefits, either directly based on a threshold system or else by awarding in-game currency that can be used to purchase equipment and upgrades at a HubLevel between sessions. In some games the Campaign Mode is further tied together by an overarching narrative that serves as a FramingDevice, sometimes featuring varying degrees of StoryBranching depending on the player's choices and overall performance.

to:

One of the oldest and most common form of a macrogames macrogame is the '''Campaign (or Career) Mode''', where individual gameplay sessions are tied together in such a way that performance in one session provides tangible benefits for future sessions. This typically relies on a form of GameplayGrading, where better performance translates directly into increased access perks and benefits, either directly based on a threshold system or else by awarding in-game currency that can be used to purchase equipment and upgrades at a HubLevel between sessions. In some games the Campaign Mode is further tied together by an overarching narrative that serves as a FramingDevice, sometimes featuring varying degrees of StoryBranching depending on the player's choices and overall performance.
Is there an issue? Send a MessageReason:
None


One of the oldest and most common form of a macrogames is the '''Campaign (or Career) Mode''', where individual gameplay sessions are tied together in such a way that performance in one session provides tangible benefits for future sessions. This typically relies on a form of GameplayGrading, where better performance translates directly into increased access perks and benefits, either directly based on a threshold system or else by awarding in-game currency that can be used to purchase equipment and upgrades at a HubLevel between sessions.

to:

One of the oldest and most common form of a macrogames is the '''Campaign (or Career) Mode''', where individual gameplay sessions are tied together in such a way that performance in one session provides tangible benefits for future sessions. This typically relies on a form of GameplayGrading, where better performance translates directly into increased access perks and benefits, either directly based on a threshold system or else by awarding in-game currency that can be used to purchase equipment and upgrades at a HubLevel between sessions.
sessions. In some games the Campaign Mode is further tied together by an overarching narrative that serves as a FramingDevice, sometimes featuring varying degrees of StoryBranching depending on the player's choices and overall performance.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

One of the oldest and most common form of a macrogames is the '''Campaign (or Career) Mode''', where individual gameplay sessions are tied together in such a way that performance in one session provides tangible benefits for future sessions. This typically relies on a form of GameplayGrading, where better performance translates directly into increased access perks and benefits, either directly based on a threshold system or else by awarding in-game currency that can be used to purchase equipment and upgrades at a HubLevel between sessions.

Outside of VideoGames, the core concept of the macrogame is most known to the general public from competitive sports, which format their competitions into seasons and tournament brackets. Most sports leagues broadly divide their activities into a pre-season (public practices and exhibition games that don't officially count), a regular season (each team in the league plays a series of competitive games, and the aggregate results of these games are used to populate a tournament bracket), and a post-season tournament (the remaining teams compete in a series of elimination rounds, and the last one standing becomes that season's champion).

Top