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  2. Attribute (role-playing games) - Wikipedia

    en.wikipedia.org/wiki/Attribute_(role-playing_games)

    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.

  3. Category : Fictional South Korean people in video games

    en.wikipedia.org/wiki/Category:Fictional_South...

    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 .

  4. Character creation - Wikipedia

    en.wikipedia.org/wiki/Character_creation

    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 ...

  5. Game design document - Wikipedia

    en.wikipedia.org/wiki/Game_design_document

    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]

  6. Category:Fictional Korean people in video games - Wikipedia

    en.wikipedia.org/wiki/Category:Fictional_Korean...

    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.

  7. GNS theory - Wikipedia

    en.wikipedia.org/wiki/GNS_theory

    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.

  8. Statistic (role-playing games) - Wikipedia

    en.wikipedia.org/wiki/Statistic_(role-playing_games)

    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".

  9. Video games in South Korea - Wikipedia

    en.wikipedia.org/wiki/Video_games_in_South_Korea

    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.