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ASCII is often used as a way to replace images where they can't be used, i.e. maps in a text based guide. In the past, adventure-games have also used ASCII-art.
A special challenge mode offered by some games in which players test themselves against a predetermined scenario, which changes each day.
Carefully exploring a large, labyrinthine area full of enemies (i.e., a dungeon) in the hopes of finding treasure, leveling up, or completing a specific task. Having their roots in tabletop games, video game dungeon crawls are found almost exclusively in RPGs.
A staple in both the real-time and turn-based strategy genres, Fog of War simulates the unknowns of the battlefield by covering areas of the map, to be progressively revealed by the player.
In many role-playing games, especially Western action-RPGs and roguelikes, items can be found that are unidentified - the player can see limited info about the type of item it is, but not specific stats. Usually a scroll or spell is needed to identify loot.
A locked door blocks your way, but the key is in a locked chest, whose key is in another locked chest, whose key is in another locked chest...
A concept where the game must be restarted if you are killed. It is a mechanic found in most arcade games, but the term is usually used in reference to the RPG genre where the mechanic is less common, particularly "roguelike" games as well as strategy games such as Fire Emblem or Final Fantasy Tactics where characters die if they are defeated in battle. Often used as a significant plot device.
Procedural Generation refers to the creation of content algorithmically as the game is running. This content generally coexists with standard, authored content; the two are not mutually exclusive.
Dungeons that are generated randomly.
Game mechanics traditionally found in role-playing games that are incorporated into a non-RPG title.
Enemies and NPCs are only able to move or attack when the player character moves; otherwise, they stay still. Most often this is seen in roguelikes and games with grid-based movement.
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.
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