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Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
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.
Backtracking is the act of navigating through previously explored areas, usually for the purpose of progressing in an objective-based adventure game. Players who are lost may also backtrack to reorient themselves.
The recording of data related to player performance or progress in a game. This feature is commonly found in RPGs or competitive multiplayer games. It does not include statistics in sports games, unless related to player performance.
An often used plot device where the main character wakes up and has lost all their memories. The game usually centers around getting your memory back or uncovering the events that lead to your confusion.
Procedural Generation refers to the creation of content algorithmically as the game is running. This content generally coexists with standard, authored content; the two are not mutually exclusive.
First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
It's the designer's go-to guy. If they want to steer a player in a given direction they'll lock an in game door and force the player to find a way to either unlock it or find an alternate route.
Ever since Pac-Man, games have had us navigating mazes.
No HUD games are ones that either lack a Heads Up Display, or find a way to integrate it into the game environment. Many games do this to add a sense of immersion or artistic quality to their games, or to reduce screen clutter.
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