Isometric Video Game (other)
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Isometric Video Game (other)
Isometric video game or isometric game may refer to: * Isometric video game graphics, a style in video games, with the playfield viewed at an angle instead of flat from the side or top; perspective is used to give a 3D effect; also known as "3/4 perspective", "2.5D", and "pseudo-3D" ** Isometric platform game, a genre using this style of graphics ** Isometric role-playing game, a genre using this style of graphics * Isometric gameplay, the incremental raising of a wide variety of character stats to remain competitive; a feature of role-playing games (video or otherwise) and related genres. Depending on game design, it may involve any combination of: ** Dynamic game difficulty balancing, automatically changing parameters, scenarios, and AI behaviors in a game in real-time, based on player stats, and the player response to this ** Grinding (gaming), performing repetitive, often tedious, tasks for gameplay advantage ** Micromanagement (gameplay), in-depth handling of detailed gameplay ...
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Isometric Video Game Graphics
Isometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down perspective or side view, thereby producing a three-dimensional (3D) effect. Despite the name, isometric computer graphics are not necessarily truly isometric—i.e., the , , and axes are not necessarily oriented 120° to each other. Instead, a variety of angles are used, with dimetric projection and a 2:1 pixel ratio being the most common. The terms "3/4 perspective", "3/4 view", " 2.5D", and "pseudo 3D" are also sometimes used, although these terms can bear slightly different meanings in other contexts. Once common, isometric projection became less so with the advent of more powerful 3D graphics systems, and as video games began to focus more on action and individual characters. However, video games using isometric projection—especiall ...
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Isometric Platform Game
A platform game (often simplified as platformer and sometimes called a jump 'n' run game) is a sub-genre of action game, action video games in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels that consist of uneven terrain and suspended platforms of varying height that require jumping and climbing to traverse. Other Acrobatics, acrobatic maneuvers may factor into the gameplay, such as swinging from vines or grappling hooks, jumping off walls, air dashing, gliding through the air, being shot from cannons, or bouncing from springboards or trampolines. Games where jumping is automated completely, such as 3D games in ''The Legend of Zelda'' series, fall outside of the genre. The genre started with the 1980 arcade video game, ''Space Panic'', which includes ladders, but not jumping. ''Donkey Kong (video game), Donkey Kong'', released in 1981, established a template for what were initially called "climb ...
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Isometric Role-playing Game
A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immersed in some well-defined world, usually involving some form of character development by way of recording statistics. Many role-playing video games have origins in tabletop role-playing games#AdRol, Adams, Rollings 2003, p. 347 and use much of the same :Role-playing game terminology, terminology, Campaign setting, settings and Game mechanics, game mechanics. Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player character development, complexity, as well as replay value and immersion. The electronic medium removes the necessity for a gamemaster and increases combat resolution speed. RPGs have evolved from simple Text-based game, text-based console-window games into visually rich 3D com ...
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Role-playing Game
A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal role-playing game system, system of rules and guidelines. There are several forms of role-playing games. The original form, sometimes called the tabletop role-playing game (TRPG), is conducted through discussion, whereas in live action role-playing game, live action role-playing (LARP), players physically perform their characters' actions.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physica ...
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Dynamic Game Difficulty Balancing
Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA) 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). The goal of dynamic difficulty balancing is to keep the user interested from the beginning to the end, providing a good level of challenge. Traditionally, game difficulty increases steadily along the course of the game (either in a smooth linear fashion, or through steps represented by levels). The parameters of this increase (rate, frequency, starting levels) can only be modulated at the beginning of the experience by selecting a difficulty level. Still, this can lead to a frustrating experience for both experienced and inexperienced gamers, as they attempt to follow a preselected learning or difficulty curves poses many ...
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Grinding (gaming)
Grinding in video games is the act of repeating an action or set of actions to achieve a desired result. Players usually perform these tasks to earn experience points / exp points, in-game items ( loot), or to improve a character's level/ stats. Grinding is commonly performed in MMORPGs. Synonyms for grinding include the figurative terms ''treadmilling'' (a comparison with exercise treadmills) and, less commonly, ''pushing the bar''. Related terms include ''farming'' (in which the repetition is undertaken in order to obtain items, relating the activity to tending a farm field), and ''cat assing'', which refers to extended and obsessive play sessions. Motivation A player is commonly motivated to grind due to a player's desire to earn rewards and to influence or increase their level. Alternatively, players may enjoy repetitive tasks for the purpose of relaxation, especially if the task has a consistently positive result. MMORPGs often require grinding. In the majority of M ...
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Micromanagement (gameplay)
Micromanagement in gaming is the handling of detailed gameplay elements by the player. It appears in a wide range of games and genres, including strategy video games, construction and management simulations, and pet-raising simulations. Micromanagement has been perceived in different ways by game designers and players for many years: some perceive it as a useful addition to games that adds options and technique to the gameplay, something that is necessary if the game is to support top-level competitions; some enjoy opportunities to use tactical skill in strategic games; others regard it as an unwelcome distraction from higher levels of strategic thinking and dislike having to do a lot of detailed work. Some developers attempt to minimize micromanagement in a game's interface for this reason. Combat Detailed management of units in combat aims to maximize damage given to enemy units and minimize damage to the player's units. For standard combat units the most common techniques are: g ...
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