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Exploit (online Gaming)
In video games, an exploit is the use of a bug or glitch, or use of elements of a game system in a manner not intended by the game's designers, in a way that gives a substantial unfair advantage to players using it. However, whether particular acts constitute an exploit can be controversial, typically involving the argument that the issues are part of the game, and no changes or external programs are needed to take advantage of them. Controversy Exploiting is considered cheating by some in the gaming community and gaming industry, due to the unfair advantage usually gained by the exploiter. Whether an exploit is considered a cheat is a matter of widespread debate that varies between genres, games, and other factors. Most software developers of online games prohibit exploiting in their terms of service and often issue sanctions against players found to be exploiting. There is some contention by exploiters that exploiting should not be considered cheating as it is merely taking ad ...
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Video Game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedback mostly commonly is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display, for example text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through speakers or headphones, and sometimes with other types of feedback, including haptic technology. Video games are defined based on their platform, which include arcade video games, console games, and personal computer (PC) games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, virtual and augmented reality systems, and remote c ...
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Super Smash Bros
''Super Smash Bros.'' is a crossover fighting game series published by Nintendo. The series was created by Masahiro Sakurai, who has directed every game in the series. The series is known for its unique gameplay objective which differs from that of traditional fighters, in that the aim is to increase damage counters and knock opponents off the stage instead of depleting life bars. The original '' Super Smash Bros.'' was released in 1999 for the Nintendo 64. The series achieved even greater success with the release of ''Super Smash Bros. Melee'', which was released in 2001 for the GameCube and became the best selling game on that system. A third installment, '' Super Smash Bros. Brawl'', was released in 2008 for the Wii. Although HAL Laboratory had been the developer for the first two games, the third game was developed through the collaboration of several companies. The fourth installment, ''Super Smash Bros. for Nintendo 3DS'' and ''Wii U'', was released in 2014 for th ...
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Cheating In Online Games
Cheating in online games is the subversion of the rules or mechanics of online video games to gain an unfair advantage over other players, generally with the use of third-party software. What constitutes cheating is dependent on the game in question, its rules, and consensus opinion as to whether a particular activity is considered to be cheating. Cheating is present in most multiplayer online games, but it is difficult to measure. Various methods of cheating in online games can take the form of software assistance, such as scripts and bots, and various forms of unsporting play taking advantage of exploits within the game. The Internet and darknets can provide players with the methodology necessary to cheat in online games, with software often available for purchase. As methods of cheating have advanced, video game publishers have similarly increased methods of anti-cheating, but are still limited in their effectiveness. Punishments for cheaters also have various forms, wi ...
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Virtual Economy
A virtual economy (or sometimes synthetic economy) is an emergent economy existing in a virtual world, usually exchanging virtual goods in the context of an online game, particularly in massively multiplayer online games (MMOs). People enter these virtual economies for recreation and entertainment rather than necessity, which means that virtual economies lack the aspects of a real economy that are not considered to be "fun" (for instance, avatars in a virtual economy often do not need to buy food in order to survive, and usually do not have any biological needs at all). However, some people do interact with virtual economies for "real" economic benefit. Despite primarily dealing with in-game currencies, this term also encompasses the selling of virtual currency for real money, in what is sometimes called "open centralised marketplaces". Overview Virtual economies are observed in MUDs and massively multiplayer online role-playing games (MMORPGs). The largest virtual economies ...
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Inflation
In economics, inflation is an increase in the general price level of goods and services in an economy. When the general price level rises, each unit of currency buys fewer goods and services; consequently, inflation corresponds to a reduction in the purchasing power of money. The opposite of inflation is deflation, a sustained decrease in the general price level of goods and services. The common measure of inflation is the inflation rate, the annualized percentage change in a general price index. As prices do not all increase at the same rate, the consumer price index (CPI) is often used for this purpose. The employment cost index is also used for wages in the United States. Most economists agree that high levels of inflation as well as hyperinflation—which have severely disruptive effects on the real economy—are caused by persistent excessive growth in the money supply. Views on low to moderate rates of inflation are more varied. Low or moderate inflation may be ...
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EverQuest II
''EverQuest II'' is a 3D fantasy massively multiplayer online role-playing game (MMORPG) originally developed and published by Sony Online Entertainment for Microsoft Windows PCs and released in November 2004. It is the sequel to the original '' EverQuest,'' released five years earlier, and features updated graphics and more streamlined gameplay compared to the previous entry, as well as an abundance of voice acting with contributions from actors such as Christopher Lee and Heather Graham. In February 2015, Sony Online Entertainment's parent corporation Sony Computer Entertainment sold it to investment company Inception Acquisitions, where it continues to develop and publish the game under its new name, Daybreak Game Company. The game is set in an alternate future 500 years after the events of the first ''EverQuest'', and is meant to run alongside its predecessor without interfering with the original story. It features characters and locations from the original that have been ...
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Duping (gaming)
Duping refers to the practice of using a bug in a video game to illegitimately create duplicates of unique items or currency in a persistent online game, such as an MMOG. Duping can vastly destabilize a virtual economy or even the gameplay itself, depending on the item duplicated and the rate at which duplication occurs. Modern persistent world games include automated detection of duping. Duping is usually considered to be a game cheat. Effects The effect of duping on a game's economy depends on whether an item or currency was being duplicated and to what degree the duping took place. Currency dupes cause inflation and conversely item dupes cause the item to lose value. On 7 November 2003 in the MMORPG ''RuneScape'', an extremely rare item, the Magenta Party hat (now the Purple Party hat) was duped well over 2 million times; the effects are still seen today in the game's economy. While Jagex, the game's owners, did everything they could to ban the duping users, the duped party ...
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Game Balance
Game balance is a branch of game design that is described as a mathematical-algorithmic model of a game’s numbers, game mechanics, and relations between the two. Game balance consists of adjusting values to create a certain user experience. Players’ perception and experience are the objectives of game balancing. Overview and development Similar to game design, the definition of game balance is different between various game designers and developers. Game balance is present in every type of game in some form, so there are no existing comparable interpretations of the concept. Even so, game balance is generally understood as introducing a level of fairness for the players. This includes adjusting difficulty, win-loss conditions, game states, economy balancing, and so on to work in tandem with each other. The concept of game balance depends entirely on the type of game being discussed. Most game designers agree that game balancing serves towards providing an engaging player exp ...
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Rocket Jumping
In shooter games, rocket jumping is the technique of using the knockback of an explosive weapon, most often a rocket launcher, to launch the shooter into the air. The aim of this technique is to reach heights and distances that standard character movement cannot achieve. Although the origin of rocket jumping is unclear, its usage was popularized by '' Quake''. Rocket jumping is used often in competitive play, where it can allow the player to gain quick bursts of speed, reach normally unobtainable heights, secure positional advantages, or in speedrunning. However, a potential consequence of rocket jumping is that it can injure the player, either from the blast or from fall damage. This effect makes the technique less useful in games where the damage from the blast and/or fall is high, or where health is difficult to replenish. Rocket jumping from standing is impractical in real life, and would be certainly fatal if attempted. However, ejection seats from an aircraft are, in effect, a ...
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Emergent Gameplay
Emergent gameplay refers to complex situations in video games, board games, or table top role-playing games that emerge from the interaction of relatively simple game mechanics. Designers have attempted to encourage emergent play by providing tools to players such as placing web browsers within the game engine (such as in ''Eve Online'', ''The Matrix Online''), providing XML integration tools and programming languages (''Second Life''), fixing exchange rates ('' Entropia Universe''), and allowing a player to spawn any object they desire to solve a puzzle ('' Scribblenauts''). Intentional emergence Intentional emergence occurs when some creative uses of the game are intended by the game designers. Since the 1970s and 1980s board games and table top role playing games such as '' Cosmic Encounter'' or ''Dungeons & Dragons'' have featured intentional emergence as a primary game function by supplying players with relatively simple rules or frameworks for play that intentionally encoura ...
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City Of Heroes
''City of Heroes'' (''CoH'') was a massively multiplayer online role-playing game which was developed by Cryptic Studios and published by NCSOFT. The game was launched in North America on April 28, 2004, and in Europe by NCsoft Europe on February 4, 2005, with English, German and French servers. In the game, players created super-powered player characters that could team up with others to complete missions and fight criminals belonging to various gangs and organizations in the fictional Paragon City. Twenty-three free major updates for ''City of Heroes'' were released before its shutdown. The final live update, "Where Shadows Lie", was released on May 31, 2012. On August 31, 2012, NCsoft terminated its Paragon Studios development team, ending all production on ''City of Heroes'' with the last day of services on November 30, 2012. In April 2019, source code capable of running a ''City of Heroes'' server was distributed widely. This made it possible to create ''City of Heroes'' ...
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Experience Point
An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experience points are generally awarded for the completion of missions, overcoming obstacles and opponents, and successful role-playing. In many RPGs, characters start as fairly weak and untrained. When a sufficient amount of experience is obtained, the character "levels up", achieving the next stage of character development. Such an event usually increases the character's statistics, such as maximum health, magic and strength, and may permit the character to acquire new abilities or improve existing ones. Levelling up may also give the character access to more challenging areas or items. In some role-playing games, particularly those derived from '' Dungeons & Dragons'', experience points are used to improve characters in discrete experience l ...
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