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Characters that are described and interact with the character primarily or only via audio (most often through dialogue, but usually also using some audio effects). As opposed to cutscenes which often emulate film, the way aural characters are presented in games often more closely parallels radio dramas and other audio-exclusive media.
Boulders that one has to escape are often implemented in games as a homage to Indiana Jones.
A situation where the player must quickly escape from a building currently in the process of blowing up. Could either be a cinematic or actually gameplay.
To elude, escape, or get away from. Some games require you to escape from some people or things to perform some objective or avoid death.
Games in which players are guided through the game by characters via radio communication. Extremely popular narrative device and game mechanic in the current generation of video games.
Quick Time Events show up in all sorts of games as an attempt to make cutscenes interactive. Press the buttons displayed on-screen before time runs out, or else.
A Scripted Death is a moment when the player is taken out of control resulting in the characters death
Sometimes, things are just meant to happen the way they do. Usually triggered by a timer, or by the player crossing a checkpoint.
A staircase sequence consists of the player ascending or descending a stairwell for an extended period of time, perhaps a minute or more. These are often presented to create a vertical box of movement, with limited mobility to avoid hazards.
Bosses that are designed to not be beaten; however, sometimes these bosses can finally be beaten at a later point in the game.
An unbeatable enemy is just that, an enemy you can't beat or destroy. It's best to just run away from them.
If the protagonist is standing on an unstable platform for a certain amount of time, it will eventually drop. Usually there is a pit below, or some other hazardous danger.
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