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  • ...tion schemas are only so good as they help you do what you want. From this perspective, the current schema has proven useful to us in exploring different research ...actions that can be performed in a game (by the player or not). From this perspective, if you can perform the same actions with different objects, we can conside
    4 KB (611 words) - 20:13, 6 April 2012
  • They player navigates their spaceship from a topdown perspective of the solar system. They can move in 360° by using the left and right key
    2 KB (401 words) - 20:44, 18 December 2008
  • ...3-dimensional gameplay. For instance, most ''first-person shooters'' and ''third-person platform games'' require that the player successfully navigate 3-dimensiona ...m-able rivers are all set within a three dimensional world containing both perspective (vanishing point oriented to players sight), and sprite and terrain shading
    13 KB (2,101 words) - 17:10, 3 March 2009
  • ...l (0-4) or large (0-255). It is often difficult to determine from a player perspective how large or small a range of values is provided.
    609 B (91 words) - 20:45, 18 December 2008
  • ...era view sometimes appears in games that use a predominantly second-person perspective, as a means of giving the player the occasional opportunity to see the game ...Sniper Rifle, you look through the scope of the weapon, which adds to this perspective.
    3 KB (485 words) - 20:46, 18 December 2008
  • ...tisfies a number of the requirements for being a wave when viewed from the perspective of a player on the opposing team:
    6 KB (1,079 words) - 20:47, 18 December 2008
  • ...either residing within the avatar/entity, or following it from an external perspective. Cameras residing within a player avatar are frequently used in first perso
    2 KB (330 words) - 20:47, 18 December 2008
  • ...tity under the player's control, much like third person limited omniscient perspective in literary parlance. A third person perspective is often used in games where the player can manipulate multiple entities wi
    1 KB (220 words) - 20:47, 18 December 2008
  • From a gameplay perspective, decelerating time is usually used as a device to allow players more real-t
    2 KB (339 words) - 23:27, 27 July 2015
  • ...challenge, and thus this game would have challenge segmentation from that perspective.
    6 KB (929 words) - 17:50, 21 December 2008
  • See also: [[Third-person Perspective]], [[Targeted Camera]], [[Roaming Camera]]
    2 KB (342 words) - 21:05, 18 December 2008
  • ...game runs out of narrative and the game is over from a story and game play perspective.
    7 KB (1,277 words) - 22:15, 19 August 2009
  • ...not only presented with an advancing plot, but also learns things from the perspective of each of the three races he plays.
    5 KB (749 words) - 21:05, 18 December 2008
  • ...y perceive and interact with the world in which the game takes place. This perspective is communicated to the player through the way the game presents the world t *[[Third-person Point of View]]
    1 KB (189 words) - 22:07, 19 August 2009
  • ...[Knight and McCormick, 2003]. Such games also tend to adopt a third person perspective to present the game to the player. See also [[Third-person Perspective]]
    3 KB (452 words) - 21:06, 18 December 2008
  • ...rogress that does not go "out of character" for the game. From a role-play perspective, RE4's typewriters 'type up' the progress of Leon throughout the game: inst
    11 KB (1,913 words) - 21:07, 18 December 2008
  • ...helps establish a sense of player identification with the entity where the perspective and manipulation are co-joined.
    2 KB (237 words) - 16:23, 19 January 2009
  • Black & White [Molyneux, 2001] presents the game in a first person god perspective that can be difficult to distinguish from the cursor interface used in many
    6 KB (1,000 words) - 21:07, 18 December 2008