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Tibia (video Game)
''Tibia'' is a massively multiplayer online role-playing game, multiplayer online role-playing game (Massively multiplayer online role-playing game, MMORPG) released in 1997, developed and published by CipSoft. It is one of the earliest and longest-running MMORPGs, reaching its peak popularity in 2007. The game is free to play but players may pay to upgrade to a premium account. ''Tibia'' is a two-dimensional Tile-based video game, tile-based game set in a fantasy world with pixel art graphics and a Video game graphics#Top-down perspective, top-down perspective. Gameplay ''Tibia'' is a two-dimensional Tile-based video game, tile-based MMORPG with Text-based game, text-based elements. It is set in an Open world, open fantasy world that uses pixel art graphics, an oblique projection, and a Video game graphics#Top-down perspective, top-down perspective. The core gameplay involves killing monsters to receive loot and gain experience point, experience, which causes the player to adva ...
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CipSoft
CipSoft GmbH is a German video game developer based in Regensburg. Founded in 2001, it is the developer of ''Tibia''. As of August 2024, the company employs 100 people. History CipSoft was founded on 8 June 2001 by Guido Lübke, Stephan Payer, Ulrich Schlott, and Stephan Vogler. The four had developed the game ''Tibia'' during their time at university and released it in 1997. After completing their studies, they founded CipSoft to continue the development of the game. Games ''Tibia'' ''Tibia'' is one of the first online role-playing games (MMORPG) ever created. It is the main product of CipSoft GmbH. On the islands of Tibia players discover a fantastic 2D world where they can go on virtual adventures. The main intention of the game is for the player to develop the character and to prove oneself as a knight, paladin, sorcerer or druid. The fact that ''Tibia'' is still based on 2D has never influenced the growth of the number of players. In 2008, ''Tibia'' was seen as one of ...
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Character Class
In tabletop games and video games, a character class is an occupation, profession, or role assigned to a game character to highlight and differentiate their capabilities and specializations. In role-playing games (RPGs), character classes aggregate several abilities and aptitudes, and may also detail aspects of background and social standing, or impose behavior restrictions. Classes may be considered to represent archetypes, or specific careers. RPG systems that employ character classes often subdivide them into levels of accomplishment, to be attained by players during the course of the game. It is common for a character to remain in the same class for its lifetime; although some games allow characters to change class, or attain multiple classes. Some systems eschew the use of classes and levels entirely; others hybridize them with skill-based systems or emulate them with character templates. In shooter games and other cooperative video games, classes are generally distinct ...
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Demonym
A demonym (; ) or 'gentilic' () is a word that identifies a group of people ( inhabitants, residents, natives) in relation to a particular place. Demonyms are usually derived from the name of the place ( hamlet, village, town, city, region, province, state, country, and continent). Demonyms are used to designate all people (the general population) of a particular place, regardless of ethnic, linguistic, religious or other cultural differences that may exist within the population of that place. Examples of demonyms include ''Cochabambino'', for someone from the city of Cochabamba; Tunisian for a person from Tunisia; and '' Swahili'', for a person of the Swahili coast. Many demonyms function both endonymically and exonymically (used by the referents themselves or by outsiders); others function only in one of those ways. As a sub-field of anthroponymy, the study of demonyms is called ''demonymy'' or ''demonymics''. Since they are referring to territorially defined grou ...
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Pop Culture
Popular culture (also called pop culture or mass culture) is generally recognized by members of a society as a set of practices, beliefs, artistic output (also known as popular art pop_art.html" ;"title="f. pop art">f. pop artor mass art, sometimes contrasted with fine art) and cultural objects, objects that are dominant or prevalent in a society at a given point in time. Popular culture also encompasses the activities and feelings produced as a result of interaction with these dominant objects. The primary driving forces behind popular culture, especially when speaking of Western popular cultures, are the mass media, mass appeal, marketing and capitalism; and it is produced by what philosopher Theodor Adorno refers to as the " culture industry". Heavily influenced in modern times by mass media, this collection of ideas permeates the everyday lives of people in a given society. Therefore, popular culture has a way of influencing an individual's attitudes towards certain top ...
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Allusions
Allusion, or alluding, is a figure of speech that makes a reference to someone or something by name (a person, object, location, etc.) without explaining how it relates to the given context, so that the audience must realize the connection in their own minds. When a connection is directly and explicitly explained (as opposed to indirectly implied), it is instead often simply termed a reference. In the arts, a literary allusion puts the alluded text in a new context under which it assumes new meanings and denotations. Literary allusion is closely related to parody and pastiche, which are also "text-linking" literary devices.Ben-Porot (1976) pp. 107–8 quotation: In a wider, more informal context, an allusion is a passing or casually short statement indicating broader meaning. It is an incidental mention of something, either directly or by implication, such as "In the stock market, he met his Waterloo." Scope of the term In the most traditional sense, ''allusion'' is a literar ...
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NPCs
A non-player character (NPC) is a character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster (or referee) rather than by another player. In video games, this usually means a character controlled by the computer (instead of a player) that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be the product of true artificial intelligence. Role-playing games In traditional tabletop role-playing games such as ''Dungeons & Dragons'', an NPC is a character portrayed by the gamemaster (GM). While the player characters (PCs) form the narrative's protagonists, non-player characters can be thought of as the "supporting cast" or "extras" of a roleplaying narrative. Non-player characters populate the fictional world of the game, and can fill any role not occupied by a player character. Non-player characters might be alli ...
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Mythological
Myth is a genre of folklore consisting primarily of narratives that play a fundamental role in a society. For scholars, this is very different from the vernacular usage of the term "myth" that refers to a belief that is not true. Instead, the veracity of a myth is not a defining criterion. Myths are often endorsed by religious (when they are closely linked to religion or spirituality) and secular authorities. Many societies group their myths, legends, and history together, considering myths and legends to be factual accounts of their remote past. In particular, creation myths take place in a primordial age when the world had not achieved its later form. Origin myths explain how a society's customs, institutions, and taboos were established and sanctified. National myths are narratives about a nation's past that symbolize the nation's values. There is a complex relationship between recital of myths and the enactment of rituals. Etymology The word "myth" comes from Ancient ...
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Open World
In video games, an open world is a virtual world in which the Gamer, player can approach objectives freely, as opposed to a world with more linear and structured gameplay. Notable games in this category include ''The Legend of Zelda (video game), The Legend of Zelda'' (1986), ''Grand Theft Auto V'' (2013), ''Red Dead Redemption 2'' (2018) and ''Minecraft'' (2011). Games with open or free-roaming worlds typically lack level structures like walls and locked doors, or the invisible walls in more open areas that prevent the player from venturing beyond them; only at the bounds of an open-world game will players be limited by geographic features like vast oceans or impassable mountains. Players typically do not encounter loading screens common in linear level designs when moving about the game world, with the open-world game using strategic storage and memory techniques to load the game world dynamically and seamlessly. Open-world games still enforce many restrictions in the game env ...
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Magic (game Terminology)
Magic or mana is an attribute assigned to characters within a role-playing game, role-playing or video game that indicates their power to use magic in fiction, special magical abilities or "spells". Magic is usually measured in magic points or mana points, shortened as MP. Different abilities will use up different amounts of MP."The History of Mana: How an Austronesian Concept Became a Video Game Mechanic"
June 17, 2014, Alex Golub, Assistant Professor of Anthropology, University of Hawai‘i at Mānoa.
When the MP of a character reaches zero, the character will not be able to use special abilities until some of their MP is recovered. Much like Health (gaming), health, m ...
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Melee (game Terminology)
A melee ( or ) is a confused hand-to-hand fight among several people. The English term ''melee'' originated circa 1648 from the French word ' (), derived from the Old French ''mesler'', from which ''medley'' and ''meddle'' were also derived. The 1812 tabletop wargame ''Kriegsspiel'', and H.G. Wells' 1913 ''Little Wars'', referred to the hand-combat stage of the game as a ''melée,'' or ', respectively. The term was brought over to tabletop role-playing games such as ''Dungeons & Dragons'', and in turn to role-playing video games, to describe any close-combat encounter. See also *Combatives Combatives is the term used to describe the hand-to-hand combat systems primarily used by members of the military, law enforcement, or other groups such as security personnel or correctional officers. Combatives are based in martial arts but a ... * References {{Reflist Combat Military science ...
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Non-player Character
A non-player character (NPC) is a character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster (or referee) rather than by another player. In video games, this usually means a character controlled by the computer (instead of a player) that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be the product of true artificial intelligence. Role-playing games In traditional tabletop role-playing games such as ''Dungeons & Dragons'', an NPC is a character portrayed by the gamemaster (GM). While the player characters (PCs) form the narrative's protagonists, non-player characters can be thought of as the "supporting cast" or "extras" of a roleplaying narrative. Non-player characters populate the fictional world of the game, and can fill any role not occupied by a player character. Non-player characters might be alli ...
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Role-playing
Role-playing or roleplaying is the changing of one's behaviour to assume a role, either unconsciously to fill a social role, or consciously to act out an adopted role. While the ''Oxford English Dictionary'' offers a definition of role-playing as "the changing of one's behaviour to fulfill a social role", in the field of psychology, the term is used more loosely in four senses: * To refer to the playing of roles generally such as in a theatre, or educational setting; * To refer to taking a role of a character or person and acting it out with a partner taking someone else's role, often involving different genres of practice; * To refer to a wide range of games including role-playing video game (RPG), play-by-mail games and more; * To refer specifically to role-playing games. Amusement Many children participate in a form of role-playing known as make believe, wherein they adopt certain roles such as doctor and act out those roles in character. Sometimes make believe adopts a ...
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