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This concept involves a character of the hero archetype that at some point in the storyline, turns against the forces of good and becomes evil or is revealed to have done this in secret at some point in the past.
The act of acquiring resources for the purpose of building structures and/or unit construction. Resource gathering is a staple of the RTS (Real Time Strategy) genre.
Armed forces. The arm of government that deals with fighting wars and protecting a nation from external or internal threats
The act of building something. Using resources to build units, buidlings, structures of any kind.
A Multiplayer game mode where two opposing teams battle for flags, bases, or outposts
A game which does not force the player to play through the story in a particular order, chronological or otherwise. Some games offer the option of skipping whole chapters entirely.
Spies are the masters of espionage. They're also (usually) quite adept at the art of stealth, disguise, and assassination.
A game mechanic in which you can interact with another country/civilization. Usually games allow you to declare war, offer peace, trade, etc. using diplomacy.
Revenge is an act of violence, financial ruin, or emotional torment that one person or group carries out against another, in response to some perceived wrongdoing.
The military dictators of Japan for nearly 700 years, until the great "opening" and Westernization of the country in 1868. Famous shogun include Minamoto no Yoritomo (the first true shogun) and Tokugawa Ieyasu, whose ascension marked the end of the Sengoku (Warring States) Period.
Some games feature a system where a character near death can be dazed into a 'down but not out' state; while their allies can often revive them if they reach the downed character quickly enough, their enemies can perform special, frequently gruesome, execution attacks against such characters.
Variable and dynamic simulation of weather conditions can be used to add variety, atmosphere (a rainy day in an RPG) and/or challenge (rain on the racetrack in a driving game) to a game.
A character whose intentions seem to be to help the player character, but their motives are unclear.
Attributes are a numerical representation of a character's abilities who have their roots in RPGs. Today, attributes have spilled over to a wide range of game genres.
A mechanic used mainly in Japanese RPGs of both the action and turn-based variety.
A game where you eventually receive a map of an area. Like in Metroid Prime you have map download stations to get a map outline of the area. This is the same concept in the exploring Castlevania games.
The Strategic Point is an alternative to the staple of the Real Time Strategy Genre, Resource Gathering. Instead, armies fight over points on the map that earns the equivalent of resources.
A capital city is the center of trade, commerce, and government for a nation. Capital cities can be found in many strategy games.
A page about different rivals seen in video games, such as Shadow the Hedgehog, the numerous rivals from Pokemon games, and so on.
A six sided geometrical shape sometimes used in strategy, puzzle, and board games.
Restoration is a common concept found in games, where in most cases a person or party can rest to restore their health.
Trading systems allow players to trade items, money and other objects between each other.
A system of social and economic organisation which focused on a hierarchical organisation of society. Decentralization of political authority and military power were common in feudalistic societies. Japan and Europe in the medieval period were heavily feudalistic in their organisation.
Marriage is when characters, typically a pair of them, are joined in loving (or not so loving) matrimony!
Games that include a simulated economy which the player(s) can affect.
One man's terrorist, another's freedom fighter.
Betrayal is when a person breaks the trust and faith that others have placed in them.
An individual who specializes in armed combat.
How non-playable characters or factions perceive the player character based on their actions or choices in the game world.
Supply and Demand are the two fundamental forces that guide an economy. Many games feature these two forces in either a self-contained or player-driven fashion.
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