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Concept »
Environments cycle between day and night, often with effects on other aspects of the game.
Everything you need isn't always spelled out for you on the map. Sometimes even the map is not there till you go explore it.
A school of game design often associated with Looking Glass Studios, in which the player is free to act as they choose in a richly simulated world. The term was coined by Warren Spector in his Deus Ex post-mortem.
An in-engine cinematic is a type of cutscene that is rendered in real time using the game's graphics engine.
A cutscene (usually using the in-game engine) which allows the user to contribute to or modify the action- such as changing camera angle, zooming in and out, or being able to move the player character around actors playing a scripted sequence.
The ability of a player to interact with items or geometry in the game world, whether for story or gameplay reasons or simply for immersion.
This is when the events of a story are not in chronological order. Often, the end comes at the beginning, and the remaining story explains how things came to be the way they are.
Non-linear level design where the player is able to freely traverse the game world and choose where and when to visit certain areas in the game.
Quick Time Events show up in all sorts of games as an attempt to make cutscenes interactive. Press the buttons displayed on-screen before time runs out, or else.
Games that have an open gameplay structure that allow players to interact with the world as they choose.
Voice Acting is the art of providing voices for characters in games, television shows, films, radio programs, and other forms of media.
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