Jeff Grubb and friends make a meal out of today's top stories in video games.
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Game » consists of 5 releases. Released Dec 29, 1999
A persistent world is a game environment that is permanent and dynamic. This is seen in many MMO's.
Games that were initially developed for one platform but switched to another during development.
Any character you can control in a game is a Player Character (PC), as opposed to a non-player character (NPC), which is a character that can only be controlled by the game.
Police are paid protectors who enforce the law through legal use of force. They are supposed to help ensure public safety and social order. Their motto is to protect and to serve.
Who needs 2D when we've got 3D? 3D, or 3 dimensions, is what we're used to seeing in almost every game these days, letting us do all sorts of awesome stuff like run in circles!
In a number of games, characters often talk about friendship and the importance of friends, some sacrificing themselves for one another.
Product placement is the act of using branded products in high visibility settings inside movies and games in exchange for special consideration, financial purchases or otherwise. In recent years, it has become more apparent.
Quest tracking is a common theme in RPGs and open-world adventure games, whereby the game monitors, records, and occasionally directs the player as to his next mission.
The act of taking on an in-game task; most often, these are provided to the player by an NPC. MMOs and RPGs are the primary users of this concept.
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.
Video game combat in which combat actions are performed in real-time, rather than through a turn-based structure.
Games that feature this concept require the player to wait for a certain amount of real time.
Realism is where a game attempts to accurately mimic real life through gameplay mechanics and visuals. For example, realistic shooters, such as Operation Flashpoint, Full Spectrum Warrior, or Brothers in Arms, typically focus upon squad tactics, i.e. suppressive fire and flanking.
Games that make records. Often records like most played game, or critically acclaimed. There have been gaming records since the says of Pong and the Magnavox Oddysey.
A red herring is a plot device used to mislead or distract someone from what's really going on in the story. It could be a false clue or over-emphasis of another character. Red herrings can add a surprise or make a challenge tougher.
Revenge is an act of violence, financial ruin, or emotional torment that one person or group carries out against another, in response to some perceived wrongdoing.
Game mechanics traditionally found in role-playing games that are incorporated into a non-RPG title.
Games that have an open gameplay structure that allow players to interact with the world as they choose.
Special locations in game that allow the player to manually save their progress.
Games that have seasons have their environment change depending on the time of the year.
Quests that aren't necessary for game completion. They typically offer side-stories or specific rewards.
Games whose titles consist of a single word.
These games are designed to be played by one person, and one person only.
When a game lets you sit down somewhere for no other reason than to simply sit down. Often seen in MMORPGs as a way of hanging out and talking to friends.
A box, sphere, or hemisphere surrounding a level or map textured with a background image to make the level look larger than it actually is.
Protagonists that have gravity defying hair styles and often appropriately spikey personalities.
Whether it's Super Scaler or Mode 7, growing and shrinking sprites/textures is a concept often used in sprite-based games. It was a popular technique used to create three-dimensional games with sprites, mostly during the 16-bit to early 32-bit eras. Sprite-scaling was an early form of 3D texture-mapping.
Supply and Demand are the two fundamental forces that guide an economy. Many games feature these two forces in either a self-contained or player-driven fashion.
Games set in, or focused primarily around, the years between 1980 and 1989.
An organized crime syndicate often consisting of members with shared ethnic backgrounds or cultural beliefs.
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