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Safety
[CC82] An aspect of a game that allows the player to obtain psychological
experiences of conflict and danger while excluding their physical
realizations and hazards. Alternatively, safety involves the results
of a game always being less harsh than the situation the game
models. (Also see “Representation”, “Closed”, “Conflict” and “Interaction”)
Scenario
[RD74, RD99] The plot outline/story line and setting of the (game)
as play begins.
Sequential
Communication
[RD74] Communication dependent on the sequential presentation
of ideas.
Signaling,
direct
[JV43] Information passed to the opponent that is accurate and
not misleading.
Signaling,
inverted
[JV43] Information passed to the opponent that misleads that opponent.
Simulated
Role
[RD74] Individual not present in the game, but whose role is simulated
by the accounting system.
Simulation
[RB70] Dynamic execution or manipulation of a model of some object
system
Simulation
games
[MISC] A genre classification used for commercial purposes. Does
not necessarily represent a taxonomy class. Simulation games include
games that put the player in the driver's seat, such as flight
and race car simulators, plus games that recreate battles, hospital
drama and city planning and space (X-Wing is wildly popular).
Capitalism is a financial strategy game that puts the player at
the head of a corporation and simulates different business environments
as everyone competes to make money.
Simulationist
[JM99] Also called world-oriented. Approach to gaming where the
GM and players attempt to simulate a reality (not necessarily
the reality, possibly a particular genre or fictional world).
Part of the threefold model. (Role Playing Games term)
Skill
and Action games
[CC82] A game classification for games characterized by real-time
play, heavy emphasis on graphics and sound, and use of joysticks
or other special devices for input. Places a demand on hand-eye
coordination and fast reaction time.
Socializer
[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 is interested in people and what they have to say.
The game is merely a backdrop, a common ground where things happen
to players. Inter-player relationships are important: empathizing
with people, sympathizing, joking, enteraining, listening; even
merely observing people play can be rewarding – seeing them grow
as individuals, maturing over time. Some exploration may be necessary
so as to understand what everyone else is talking about, and points-scoring
could be required to gain access to neat communicative spells
available only to higher levels (as well as to obtain a certain
status in the community.) Killing, however, is something only
ever to be excused if it’s a futile impulsive act of revenge,
perpetrated upon someone who has caused intolerable pain to a
dear friend. The only ultimately fulfilling thing is not how to
rise levels or kill hapless drips; it’s getting to know people,
to understand them, and to form beautiful lasting relationships.
Also see “Socializing [RB99].” See Achiever, Explorer and Killer
as alternative types of players.
Socializing
(with others): [RB99] A motivation factor or aspect of enjoyment
in participation in MUDs. Players use the game’s communicative
facilities, and apply the role-playing that these engender, as
a context with which to converse (and otherwise interact) with
their fellow players. Also see Achievement, Exploration and Imposition
as alternative motivators.
Solution
(to a game theoretic analysis): [JV43] A complete set of rules
of behavior (for all players) for all conceivable situations including
the related imputation sets for the game.
Sports
games
[MISC] A genre classification used for commercial purposes. Does
not necessarily represent a taxonomy class. Sports games allow
role playing as a virtual athlete in sports from basketball to
cricket to golf.
Stances
[JM99] See Actor, Audience, Author, Immersive, In Character. (Role
Playing Games term)
Stop
rule
[JV43] The rule of a game that bounds the limit of the total number
of game moves to a finite value.
Strategy
[JV43] From Game Theory. A (game) plan which specifies what choices
a player will make in every possible situation, for every possible
actual information which the player possesses at that moment in
conformity with the pattern of information which the rules of
the game provide for that player for that case.
Strategy
games
[MISC] A genre classification used for commercial purposes. Does
not necessarily represent a taxonomy class. Strategy games include
chess and other board games, bridge, poker and other card games,
and hundreds of war games. Some sites set up a separate
Strategy
games
[CC82] Games that emphasis cogitation rather than manipulation.
Structure
[RD99] Relative to DIE HRD Policy Game – The relationship or organization
of the component parts of the exercise (game).
Supersymbol
[RD74] Any symbol whose meaning is specifically defined for the
game.
Suspension
of Disbelief
[JM99] The willing (and often unconscious) decision not to question
too closely assumptions underlying the gameworld in which one
is playing, eg. allowing the existence of magic, or the ability
of a secret agent to shoot his way through a small army of enemy
agents. (Role Playing Games term)
Symbolic
Structure
[RD74] The contrived symbolism employed in the game.
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