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An attribute is a piece of data (a "statistic") that describes to what extent a fictional character in a role-playing game possesses a specific natural, in-born characteristic common to all characters in the game. That piece of data is usually an abstract number or, in some cases, a set of dice.
Pages in category "Fictional South Korean people in video games" The following 3 pages are in this category, out of 3 total. This list may not reflect recent changes .
Character creation (also character generation / character design) is the process of defining a player character in a role-playing game. The result of character creation is a direct characterization that is recorded on a character sheet. This may include a representation of the character's physical, mental, psychological, and social attributes ...
The purpose of a game design document is to unambiguously describe the game's selling points, target audience, gameplay, art, level design, story, characters, UI, assets, etc. [10] [11] In short, every game part requiring development should be included by the developer in enough detail for the respective developers to implement the said part. [12]
Pages in category "Fictional Korean people in video games" The following 2 pages are in this category, out of 2 total. This list may not reflect recent changes. G.
GNS theory is an informal field of study developed by Ron Edwards which attempts to create a unified theory of how role-playing games work. Focused on player behavior, in GNS theory participants in role-playing games organize their interactions around three categories of engagement: Gamism, Narrativism and Simulation.
A trait represents a broad area of expertise of a character. Traits are rarely drawn from a predetermined list; rather, the player chooses some description during character generation. For example, a squash-playing history professor with a knowledge of fine wines might have the traits "History", "Squash" and "Oenology".
With video game addictions, many studies tried to find the connection between video game addiction and psychological conditions like depression and anxiety in Korea. A Korean study reported that there was a connection between video game addiction and constraints involving recreation participation.