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  2. Timekeeping in games - Wikipedia

    en.wikipedia.org/wiki/Timekeeping_in_games

    In real-time games, time within the game passes continuously. However, in turn-based games, player turns represent a fixed duration within the game, regardless of how much time passes in the real world. Some games use combinations of real-time and turn-based timekeeping systems. Players debate the merits and flaws of these systems.

  3. Actions per minute - Wikipedia

    en.wikipedia.org/wiki/Actions_per_minute

    Actions per minute are the number of actions (such as selecting units or issuing an order) completed within a minute of gameplay in real-time strategy games, most notably in StarCraft. High APM is often associated with skill, as it can indicate that a player both knows what to do in the game and has the manual dexterity to carry it out.

  4. Game mechanics - Wikipedia

    en.wikipedia.org/wiki/Game_mechanics

    Two games that are mechanically similar can be thematically different, and visa versa. The tension between a game's mechanics and theme is ludonarrative dissonance. [6] [7] [8] Abstract games do not have themes, because the action is not intended to represent anything. Go is an example of an abstract game.

  5. Dynamic game difficulty balancing - Wikipedia

    en.wikipedia.org/wiki/Dynamic_game_difficulty...

    Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).

  6. Simultaneous action selection - Wikipedia

    en.wikipedia.org/wiki/Simultaneous_action_selection

    Rock–paper–scissors is an example of a game which employs simultaneous action selection. Simultaneous action selection, or SAS, is a game mechanic that occurs when players of a game take action (such as moving their pieces) at the same time. Examples of games that use this type of movement include rock–paper–scissors and Diplomacy ...

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  9. Dungeons & Dragons gameplay - Wikipedia

    en.wikipedia.org/wiki/Dungeons_&_Dragons_gameplay

    Each action can be downgraded, such as replacing a standard action with a move action or a move action with a minor action. In addition, a character may take one opportunity action during each other character's turn, and one immediate action during any round, defined as the time between the end of the character's turn and the beginning of his ...