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The act of building something. Using resources to build units, buidlings, structures of any kind.
Currency has all forms in video games. It is used to buy characters, vehicles, weapons, and more.
The concept of purchasing media and having it delivered over the internet. No physical representation of this content is given, and although the content resides on the user's hard drive they are typically granted a license to the product, rather than ownership of it.
If not certain demands or conditions are met, demanding workers/citizens may revolt, demonstrate, switch sides, saboteur or stop working altogether. Does mostly occur in real-time strategy games and business simulators.
Games that include a simulated economy which the player(s) can affect.
Micromanagement is the act of increasing the efficiency and longevity of units during a battle, or managing equipment, statistics and abilities on an obsessive level.
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!
Commonly used in 16-bit era simulation games, negotiation is the act of attempting to reduce or increase the cost of a service.
Never Ending Games is a self-explanatory concept in which a game is unbeatable and never ends, due either to the game having no true ending or because the game is not saved (or truly continued) after the last section of the game.
A fun gimmick that spread across theme park games for a while was the ability to ride your attractions from a customer's point of view
Gameplay that involves performing an entrepreneurial service in order to make money.
World Building games focus on the ability of the player to created his own little world just as he wants it. Good examples, are The Sims, Black and White, and Spore.
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