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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.
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.
Pixel art refers to digital images composed of visible pixels, drawn with individual pixel-level intent and precision.
Sure, these days have almost every game sporting the newfangled 3D, but way back when, everyone had to live with plain old 2D. 2D, or two dimensions, limit the game to scrolling backgrounds, but some games even now make use of this basic concept.
The concept of a game referencing another game through mockery, parody or even directly. A game reference to the same franchise does not count.
The process by which characters reach a new level, gain greater attributes, and learn more abilities. It usually involves earning enough experience points by completing a variety of tasks such as quests or by "farming" such as killing other characters for their experience points.
Sometimes designers add old-school things on purpose to enhance game design. These games tend to be heavily inspired by hardware limitations of older systems. NES, Atari 2600, and early computer platforms (DOS, Commodore 64, MSX, etc...) are common sources of inspiration.
The concept of affecting the universe through supernatural methods, breaking the fundamental laws of science.
An official line of downloadable games for the Xbox 360 that were developed, peer-reviewed, and self-published by a community of indie developers using Microsoft's XNA framework.
A two-dimensional image or animation overlaid into a scene. The foundation of early 2D games, making up everything from props to the player-controlled character.
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