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Classes are different archetypes and playstyles that players can choose to play their game with.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
A non-interactive sequence within a game most often used for plot advancement.
A boss fight is a culminating challenge that pits the player against one or more enemies representing a greater threat and/or difficulty than those previously faced. These scenarios typically feature unique antagonists.
From Beat-em-ups to fighting games to modern FPS, one dude hitting another has made an enjoyable pastime.
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.
Characters controlled by the game for players to interact with, as opposed to player characters which are controlled by whomever is playing the game.
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.
In a number of games, characters often talk about friendship and the importance of friends, some sacrificing themselves for one another.
Characters that are initially portrayed as evil, but eventually turn out to be good or not as serious of a threat. This also includes villains who remain evil the entire game, but contain some sense of moral goodness or ambiguity.
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