Gameplay Of Specific Video Games
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Gameplay Of Specific Video Games
Gameplay is the specific way in which players interact with a game. The term applies to both video games and tabletop games. Gameplay is the connection between the player and the game, the player's overcoming of challenges, and the pattern of player behavior defined through the game's rules. History Arising alongside video game development in the 1980s, the term ''gameplay'' was initially used solely within the context of video games, though now it is also used for tabletop games. Definition of term There is no consensus on the precise definition of gameplay. It has been differently defined by different authors, but all definitions refer to player interaction with a game. For example: * "The structures of player interaction with the game system and with other players in the game." * "Gameplay here is seen as the interactive gaming process of the player with the game." Theorists also agree that video game gameplay is distinct from graphics and audio elements. Some theorists a ...
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Game
A game is a structured type of play usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or video games) or art (such as games involving an artistic layout such as mahjong, solitaire, or some video games). Games have a wide range of occasions, reflecting both the generality of its concept and the variety of its play. Games are sometimes played purely for enjoyment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who participates as a player. A ...
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Fighting Game
The fighting game video game genre, genre involves combat between multiple characters, often (but not limited to) one-on-one battles. Fighting game combat often features mechanics such as Blocking (martial arts), blocking, grappling, counter-attacking, and chaining attacks together into "Combo (video games), combos". Characters generally engage hand-to-hand combat, often with martial arts, but some may include weaponry. Battles are usually set in a fixed-size arena along a two-dimensional Plane (mathematics), plane, where characters navigate the plane horizontally by walking or dashing, and vertically by jumping. Some games allow limited movement in 3D space, such as ''Tekken (video game), Tekken'' and Soulblade while some are set in fully three-dimensional environments without restricting characters' movement, such as Power Stone (video game), ''Power Stone'' and ''Naruto: Ultimate Ninja Storm''; these are sometimes referred to as "3D arena" fighting games. The fighting game ...
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Video Game Genres
A video game genre is an informal classification of a video game based on how it is played rather than visual or narrative elements. This is independent of setting, unlike works of fiction that are expressed through other media, such as films or books. For example, a shooter game is still a shooter game, regardless of where or when it takes place. A specific game's genre is open to subjective interpretation. An individual game may belong to several genres at once. History Early attempts at categorizing video games were primarily for organizing catalogs and books. A 1981 catalog for the Atari Video Computer System uses 8 headings: Skill Gallery, Space Station, Classics Corner, Adventure Territory, Race Track, Sports Arena, Combat Zone, and Learning Center. ("Classics", in this case, refers to chess and checkers.) In Tom Hirschfeld's 1981 book '' How to Master the Video Games'', he divides the games into broad categories in the table of contents: ''Space Invaders''-type, ''Aste ...
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Time-keeping Systems In Games
Timekeeping is relevant to many types of games, including video games, tabletop role-playing games, board games, and sports. The passage of time must be handled in a way that players find fair and easy to understand. In many games, this is done using real-time and/or turn-based timekeeping. In real-time games, time within the game passes continuously. However, in turn-based games, player turns represent a fixed duration within the game, regardless of how much time passes in the real world. Some games use combinations of real-time and turn-based timekeeping systems. Players debate the merits and flaws of these systems. There are also additional timekeeping methods, such as timelines and progress clocks. Real-time In real-time games, time progresses continuously. This may occur at the same or different rates from the passage of time in the real world. For example, in ''Terraria'', one day-night cycle of 24 hours in the game is equal to 24 minutes in the real world. In a multipla ...
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Play (activity)
Play is a range of Motivation#Intrinsic and extrinsic, intrinsically motivated activities done for recreation. Play is commonly associated with children and juvenile-level activities, but may be engaged in at any life stage, and among other higher-functioning animals as well, most notably mammals and birds. Play is often interpreted as frivolous; yet the player can be intently focused on their objective, particularly when play is structured and goal-oriented, as in a game. Accordingly, play can range from relaxed, free-spirited, spontaneous, and frivolous to planned or even compulsive. Play is not just a pastime activity; it has the potential to serve as an important tool in numerous aspects of daily life for adolescents, adults, and cognitively advanced non-human species (such as primates). Not only does play promote and aid in physical development (such as hand-eye coordination), but it also aids in cognitive development and social skills, and can even act as a stepping stone i ...
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Interaction Design
Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." While interaction design has an interest in form (similar to other design fields), its main area of focus rests on behavior. Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field, as opposed to a science or engineering field. Interaction design borrows from a wide range of fields like psychology, Human–computer interaction, human-computer interaction, information architecture, and user research to create designs that are tailored to the needs and preferences of users. This involves understanding the context in which the product will be used, identifying user goals and behaviors, and developing design solutions that are responsive to user needs and expectations. While disciplines such as software engineering ...
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Game Mechanics
In tabletop games and video games, game mechanics define how a game works for players. Game mechanics are the rules or ludemes that govern and guide player actions, as well as the game's response to them. A rule is an instruction on how to play, while a ludeme is an element of play, such as the L-shaped move of the knight in chess. The interplay of various mechanics determines the game's complexity and how the players interact with the game. All games use game mechanics; however, different Game studies, theories disagree about their degree of importance to a game. The process and study of game design includes efforts to develop game mechanics that engage players. Common examples of game mechanics include turn-taking, movement of tokens, set collection, bidding, capture, and Magic systems in games, spell slots. Definition of term There is no consensus on the precise definition of game mechanics. Competing definitions claim that game mechanics are: * "systems of interactions betwe ...
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Game Design
Game design is the process of creating and shaping the mechanics, systems, rules, and gameplay of a game. Game design processes apply to board games, card games, dice games, casino games, role-playing games, sports, Wargame (video games), war games, or simulation games.In ''Elements of Game Design'', game designer Robert Zubek defines game design by breaking it down into three elements: * Game mechanics and systems, which are the rules and objects in the game. * Gameplay, which is the interaction between the player and the mechanics and systems. In ''Chris Crawford on Game Design'', the author summarizes gameplay as "what the player does". * Player experience, which is how users feel when they are playing the game. In Academy, academic research, game design falls within the field of game studies (not to be confused with game theory, which studies strategic decision making, primarily in non-game situations). Process of design Game design is part of a game's development from conc ...
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Game Development
game development (sometimes shortened to gamedev) is the process of creating a video game. It is a multidisciplinary practice, involving programming, design, art, audio, user interface, and writing. Each of those may be made up of more specialized skills; art includes 3D modeling of objects, character modeling, animation, visual effects, and so on. Development is supported by project management, production, and quality assurance. Teams can be many hundreds of people, a small group, or even a single person. Development of commercial video games is normally funded by a publisher and can take two to five years to reach completion. Game creation by small, self-funded teams is called independent development. The technology in a game may be written from scratch or use proprietary software specific to one company. As development has become more complex, it has become common for companies and independent developers alike to use off-the-shelf "engines" such as Unity, Unreal Engine or G ...
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Real-time Strategy
Real-time strategy (RTS) is a Video game genre, subgenre of strategy video games that does not progress incrementally in turn-based game, turns, but allow all players to play simultaneously, in "real time." By contrast, in Turn-based strategy, turn-based strategy (TBS) games, players take turns to play. The term "real-time strategy" was coined by Brett Sperry to market ''Dune II'' in the early 1990s. In a real-time strategy game, each participant positions structures and maneuvers multiple units under their indirect control to secure areas of the map and destroy their opponents' assets. In a typical RTS game, it is possible to create additional units and structures generally limited by a requirement to Resource management (gaming), expend accumulated resources. These resources are in turn garnered by controlling special points on the map or possessing certain types of units and structures devoted to this purpose. More specifically, the typical game in the RTS genre features resourc ...
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Role Playing Game
A role-playing game (sometimes spelled roleplaying game, or abbreviated as RPG) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal system of rules and guidelines. There are several forms of role-playing games. The original form, sometimes called the tabletop role-playing game (TRPG or TTRPG), is conducted through discussion, whereas in live action role-playing (LARP), players physically perform their characters' actions.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physical frame. Embodiment means that the physical actions of the playe ...
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Gestalt Psychology
Gestalt psychology, gestaltism, or configurationism is a school of psychology and a theory of perception that emphasises the processing of entire patterns and configurations, and not merely individual components. It emerged in the early twentieth century in Austria and Germany as a rejection of basic principles of Wilhelm Wundt's and Edward Titchener's elementalist and structuralist psychology. Gestalt psychology is often associated with the adage, "The whole is greater than the sum of its parts". In Gestalt theory, information is perceived as wholes rather than disparate parts which are then processed summatively. As used in Gestalt psychology, the German word ''Gestalt'' ( , ; meaning "form") is interpreted as "pattern" or "configuration". It differs from Gestalt therapy, which is only peripherally linked to Gestalt psychology. Origin and history Max Wertheimer, Kurt Koffka, and Wolfgang Köhler founded Gestalt psychology in the early 20th century. The dominant view ...
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