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Accounting
System
[RD74] The formal representation of the game model including any
models, simulations, heuritic devices or conventional accounting
procedures.
Achievement
[RB99] A motivation factor or aspect of enjoyment in participation
in MUDs. Players give themselves game-related goals, and vigorously
set out to achieve them. This usually means accumulating and disposing
of large quantities of high-value treasure or cutting a swathe
through hordes of mobiles (i.e., monsters built into the virtual
world.) Also see Exploration, Socializing and Imposition as alternative
motivators.
Achiever
[RB99] A type of game player based upon the kind of action or
mode of play this person enjoys or gravitates to in a game. This
type of player regards point-gathering and rising in levels as
their main goal and all is ultimately subservient to this. Exploration
is necessary only to find new sources of treasure or improved
ways of wringing points from it. Socializing is a relaxing method
of discovering what other players know about the business of accumulating
points, that their knowledge can be applied to the task of gaining
riches. Killing is only necessary to eliminate rivals or people
who get in the way or to gain vast amounts of points (if points
are awarded for killing other players.) Also see “Achievement
[RB99].” See Explorer, Socializer and Killer as alternative types
of players.
Action
games
[MISC] A genre classification used for commercial purposes. Does
not necessarily represent a taxonomy class. Action games are the
basic shoot-'em-up's. Yahoo divides them into3-D games (the most
popular being Quake); Fighting Games (think of Mortal Kombat)
and just plain action (TombRaider, with 53 links, outpaces the
rest.)
Actor
Stance
[JM99] Mode of play in which player is primarily concerned with
portraying their character to others. (Role Playing Games term)
Adventure
games
[MISC] A genre classification used for commercial purposes. Does
not necessarily represent a taxonomy class. Adventure games are
scripted adventure quests that require the player to use their
wits to reach a goal. The game company InfoCom was a pioneer in
developing this type of game.
Alienation
Techniques
[JM99] Techniques designed to jar the audience into full awareness
of what they are seeing/hearing/reading, eg. by drawing attention
to the process rather than the content. In a novel, it might be
the self-referential ending ("... and that is the book you're
reading."). In a stage play, it might be an actor stepping out
of character to directly address the audience, leaving them confused
for a moment as to whether it is the character or actor speaking
to them. Done well, it makes people slow down and think about
what they are experiencing; done poorly (eg. using barely legible
fonts on character sheets), it only annoys and distracts the audience.
(Role Playing Games term)
Asymmetric
[CC82] The relationship property between two players wherein their
possessed properties or capabilities (Game World type) are substantively
different. Same concept as “Asymmetry [JV43]”. See “Symmetric
[CC82]”, “Triangular [CC82]” and “Indirect [CC82]”
Asymmetry
[JV43] A characteristic of a game in which one or more players
have special roles.
Asynchronously-based
moves
[RLC] Action is determined by the players’ decisions while acting
upon their own information state and without regard to any controlling
queues or events.
Audience
Stance
[JM99] Mode of play in which player is primarily enjoying their
own or other character's stories as a spectator. (Role Playing
Games term)
Author
Stance
[JM99] Mode of play in which player is primarily concerned with
co-creating a story. (Role Playing Games term)
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