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Cloaking is to become invisible or become close to invisible depending on strength of the ability or item.
A non-interactive sequence within a game most often used for plot advancement.
Using stealth often requires the player to accomplish their objective without being detected by enemies. Methods of detection can vary from game to game, and can be based on an enemy's line of sight, how quiet the player is, or even how the player interacts with the environment.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
A Cover System is a gameplay mechanic that specifically governs the player's ability to hide behind objects to avoid detection or enemy fire.
Dialogue trees are a feature through which the player selects responses from a list of choices, eliciting reactions from NPCs and determining the path of the conversation and story.
Moral dilemmas presented to the player that often have a significant effect on the story or other characters.
Loading Screens are specific screens that are displayed while a game is loading resources so that the player has something to distract them while the game loads. Loading Screens can be images, text or even mini-games - and sometimes a combination of all three.
These are often a departure from the conventional gameplay of a game. There have also been compilations; games including only minigames. The Mario Party series has a lot of minigames, too!
Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
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