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Game » consists of 8 releases. Released Jan 31, 1999
Strategy games which encourage users to eXplore, eXpand, eXploit, and eXterminate.
Asynchronous multiplayer is a term applied to online interactions in video games where players participate in shared activity, but not concurrently. The oldest form of asynchronous multiplayer is turn-based multiplayer gameplay between two or more players that can check in and play their turn when it's convenient. Similar to play-by-mail games and, more electronically, play-by-email or play-by-post forum games.
Collective consciousness is best defined as a group or race of beings possessing no minds of their own, but act and are controlled in service of a greater overall purpose, much like ants. They make great villains!
An in-game application that allows the user to edit or create new content. Including character customization, items customization, artwork etc...
Games which the creative minds, or rather their marketing departments, saw fit to put their name on the box.
Some games let players customize their character (or characters). Degree of customization may vary, with some games simply allowing to choose between different types of clothes, while others provide more detailed tinkering of features such as the distance between a character's eyes or hair color.
When developers and publishers can't resist putting themselves in their games, either in the title or actually within the game itself.
Sometimes you want a challenge, sometimes you wanna coast.
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.
A game mechanic in which you can interact with another country/civilization. Usually games allow you to declare war, offer peace, trade, etc. using diplomacy.
When you have the ability to trick two opposing factions into attacking each other.
Any game that represents a society noticeably worse or less desirable compared to those in the present. This can relate to kinds of political and economic organisation, excessive human suffering, social problems caused by technology, or as a result of an apocalyptic event.
Games that include a simulated economy which the player(s) can affect.
Like in-game manuals, encyclopedias may have gameplay information, background lore or real-life trivia.
Farming is the act of growing plants and raising animals for food.
Since 1998, an independent group of about forty worldwide media outlets who determine the best games of the Electronic Entertainment Expo.
A digital distribution platform that focuses on providing DRM-free computer games, both old and new.
The Greek alphabet is one of the oldest proper alphabets, having been in use since the 9th century B.C.
A spell or ability that summons a swarm of insects. It's often used as a distraction against bigger enemies.
The 1999 Interactive Achievement Awards celebrated the best games and software of 1998.
A parallel projection technique used in 2D sprite-based games to fake the appearance of 3D depth.
Armed forces. The arm of government that deals with fighting wars and protecting a nation from external or internal threats
The extraction of valuable minerals from the earth.
Games in which, instead of playing on "Easy" or "Hard", players play on "Marine" or "Way of the Samurai".
A digital distribution platform owned and operated by EA.
When you try to quit a game, the game will pop up with a message or picture to try and make you play some more.
A gathering of people who believe in the same higher power(s), and follow the rules laid out by the mortals chosen to be their prophets. Video games generally try to shy away from negatively portraying real religions to avoid controversy, however they make ample use of fictional in-game religions.
Characters who speak with a Russian accent.
A form of algae that grows at the ocean floor.
A "Tech Tree" is a concept used mainly in strategy and role playing games. Unlocking a node in the tree generally unlocks some effect (example: a new ability in a role playing game or new unit in a strategy game). Unlocking a parent node allows access to its child nodes.
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