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A mechanic used mainly in Japanese RPGs of both the action and turn-based variety.
Carefully exploring a large, labyrinthine area full of enemies (i.e., a dungeon) in the hopes of finding treasure, leveling up, or completing a specific task. Having their roots in tabletop games, video game dungeon crawls are found almost exclusively in RPGs.
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 term that can be used to refer to RPGs that focus more on the action, or brawler action games which focus on hack & slash gameplay.
Moral dilemmas presented to the player that often have a significant effect on the story or other characters.
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.
Video game combat in which combat actions are performed in real-time, rather than through a turn-based structure.
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.
A style of action-adventure gameplay revolving around exploring a labyrinth with the necessity of locating new items and equipment to progress beyond otherwise impassable obstacles. The concept is named for its common usage in the Metroid and Castlevania franchises. While the term most commonly refers to 2D games, it can also refer to 3D games.
Turn-based games divide game actions into distinct parts, called turns. This gives the player time to strategically choose actions as the battle or events unfold.
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