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Concept »
Sometimes when accepting a quest or mission of killing someone a request is made for evidence that the target (or targets) is dead in the form of the objectives head being brought back to the quest giver.
The concept of requiring the player to collect large amounts of multiple tokens to progress in the game, learn new abilities, unlock secrets or optional content, etc. It was often implemented in the early platformers of the N64 & Playstation era.
Bethesda's new graphics engine for their upcoming game, The Elder Scrolls V: Skyrim.
When a game has specific or unique dialogue for when the player has already completed a task before being given a quest to do that task.
The Kikwi are a race of creatures in The Legend of Zelda: Skyward Sword. They live in Faron Woods.
Quest givers that task the player with killing an enemy or specific number of enemies.
A MacGuffin is a plot device, having little importance itself, which exists purely in order to motivate characters and/or advance the story.
A postal service transports and delivers letters and packages from one place to another often for a fee.
A hub for quests.
Quest tracking is a common theme in RPGs and open-world adventure games, whereby the game monitors, records, and occasionally directs the player as to his next mission.
This game engine was created in-house by CD Projekt Red, and made it's debut with The Witcher 2: Assassins of Kings. The RED Engine incorporates features such as specular lighting and dynamic shadows.
A red herring is a plot device used to mislead or distract someone from what's really going on in the story. It could be a false clue or over-emphasis of another character. Red herrings can add a surprise or make a challenge tougher.
Game mechanics traditionally found in role-playing games that are incorporated into a non-RPG title.
Instead of having the loot spew out of the corpse it-self, this concept is based on having to interact with the corpse to obtain the loot.
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.
Vestigial items may have had a use at one point in time, but now occupy a permanent inventory space and cannot be removed due to their special status.
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