Magic (game Terminology)
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Magic (game Terminology)
Magic or mana is an attribute assigned to characters within a role-playing or video game that indicates their power to use special magical abilities or "spells". Magic is usually measured in magic points or mana points, shortened as MP. Different abilities will use up different amounts of MP."The History of Mana: How an Austronesian Concept Became a Video Game Mechanic"
June 17, 2014, Alex Golub, Assistant Professor of Anthropology, University of Hawai‘i at Mānoa.
When the MP of a character reaches zero, the character will not be able to use special abilities until some of their MP is recovered. Much like

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Larry Niven
Laurence van Cott Niven (; born April 30, 1938) is an American science fiction writer. His best-known works are ''Ringworld'' (1970), which received Hugo, Locus, Ditmar, and Nebula awards, and, with Jerry Pournelle, ''The Mote in God's Eye'' (1974) and ''Lucifer's Hammer'' (1977). The Science Fiction and Fantasy Writers of America named him the 2015 recipient of the Damon Knight Memorial Grand Master Award. His work is primarily hard science fiction, using big science concepts and theoretical physics. It also often includes elements of detective fiction and adventure stories. His fantasy includes the series ''The Magic Goes Away'', rational fantasy dealing with magic as a non-renewable resource. Biography Niven was born in Los Angeles. He is a great-grandson of Edward L. Doheny, an oil tycoon who drilled the first successful well in the Los Angeles City Oil Field in 1892, and also was subsequently implicated in the Teapot Dome scandal. Niven briefly attended the Califor ...
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God Game
A god game is an artificial life game that casts the player in the position of controlling the game on a large scale, as an entity with divine and supernatural powers, as a great leader, or with no specified character (as in ''Spore''), and places them in charge of a game setting containing autonomous characters to guard and influence. Definition God games are a subgenre of artificial life game, where players use supernatural powers to indirectly influence a population of simulated worshippers. It has also been categorized as a subgenre of strategy video games, though unlike other strategy video games, players are unable to tell specific units what to do. The genre is also separate from construction and management simulations, because gameplay revolves around growing and utilizing their supernatural powers to indirectly influence their worshippers, such as by placing a target marker or goal for the worshippers to conquer, or affect those of their opponents, such as by creating ...
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Pokémon Games
(an abbreviation for in Japan) is a Japanese media franchise managed by The Pokémon Company, founded by Nintendo, Game Freak, and Creatures, the owners of the trademark and copyright of the franchise. In terms of what each of those companies do, Game Freak develop the main games; Creatures provides support through their Pokémon CG Studio which does 3D models for the pokémon in the games, as well as developing some spin-off titles, and producing the ''Pokémon Trading Card Game''; Nintendo was the original publisher of the series and since the 2000s, helps publishing the games in their consoles in overseas markets outside of Japan and The Pokémon Company is then jointly owned by them and is set up to deal with the licensing, production, publishing, marketing and deals across the world featuring Pokémon as a media franchise. The franchise was created by Satoshi Tajiri in 1996, and is centered around fictional creatures called "Pokémon". In ''Pokémon'', Pokémon Tr ...
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Statistic (role-playing Games)
A statistic (or stat) in role-playing games is a piece of data that represents a particular aspect of a fictional character. That piece of data is usually a (unitless) integer or, in some cases, a set of dice. For some types of statistics, this value may be accompanied with a descriptive adjective, sometimes called a ''specialisation'' or ''aspect'', that either describes how the character developed that particular score or an affinity for a particular use of that statistic (like ''Specialisations'' in ''Ars Magica'' or ''Attribute Aspects'' in ''Aria''). Most games divide their statistics into several categories. The set of categories actually used in a game system, as well as the precise statistics within each category, vary greatly. The most often used types of statistic include: * Attributes describe to what extent a character possesses natural, in-born characteristics common to all characters. * Advantages and disadvantages are useful or problematic characteristics that ...
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Non-playable Character
A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster or referee rather than by another player. In video games, this usually means a character controlled by the computer (instead of a player) that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be the product of true artificial intelligence. Role-playing games In a traditional tabletop role-playing game such as ''Dungeons & Dragons'', an NPC is a character portrayed by the gamemaster (GM). While the player characters (PCs) form the narrative's protagonists, non-player characters can be thought of as the "supporting cast" or "extras" of a roleplaying narrative. Non-player characters populate the fictional world of the game, and can fill any role not occupied by a player character. Non-pla ...
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Magic Spell
An incantation, a spell, a charm, an enchantment or a bewitchery, is a magical formula intended to trigger a magical effect on a person or objects. The formula can be spoken, sung or chanted. An incantation can also be performed during ceremonial rituals or prayers. In the world of magic, wizards, witches, and fairies allegedly perform incantations. In medieval literature, folklore, fairy tales, and modern fantasy fiction, enchantments are charms or spells. This has led to the terms "enchanter" and "enchantress" for those who use enchantments. The English language borrowed the term "incantation" from Old French in the late 14th century; the corresponding Old English term was ''gealdor'' or '' galdor'', "song, spell", cognate to ON galdr. The weakened sense "delight" (compare the same development of "charm") is modern, first attested in 1593 (OED). Words of incantation are often spoken with inflection and emphasis on the words being said. The tone and rhyme of how the words ...
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Role-playing Video Games
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 Adams, Rollings 2003, p. 347 and use much of the same terminology, settings and 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 console-window games into visually rich 3D experiences. Characteristics Role-playing video games use much of the same terminology, s ...
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Status Effects
In role-playing games, a status effect is a temporary modification to a game character’s original set of stats that usually comes into play when special powers and abilities (such as spells) are used, often during combat. It appears in numerous computer and video games of many genres, most commonly in role-playing video games. The term ''status effect'' can be applied both to changes that provide a character an advantage (increased attributes, defensive barriers, regeneration), and those that hinder the character (decreased attributes, incapacitation, degeneration). Especially in MMORPGs, beneficial effects are referred to as buffs, and hindering effects are called debuffs. Acquiring and removing status effects A status effect in the abstract is a persistent consequence of a certain in-game event or action, and as such innumerable variants exist across the gaming field. Status effects may result from one character performing a certain type of attack on another. Players ma ...
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Diablo 3
''Diablo III'' is a hack-and-slash action role-playing game developed and published by Blizzard Entertainment as the third installment in the ''Diablo'' franchise. It was released for Microsoft Windows and OS X in May 2012, PlayStation 3 and Xbox 360 in September 2013, PlayStation 4 and Xbox One in August 2014, and Nintendo Switch in November 2018. Set 20 years after the events of ''Diablo II'', players choose to play as one of seven character classes – Barbarian, Crusader, Demon Hunter, Monk, Necromancer, Witch Doctor, or Wizard – and are tasked with defeating the Lord of Terror, Diablo, as in previous games in the series. An expansion pack entitled ''Reaper of Souls'' was released for PC in March 2014. It was released for consoles as part of the ''Diablo III: Ultimate Evil Edition'' version in August 2014. The '' Rise of the Necromancer'' pack was released for the Windows, macOS, and PlayStation 4 and Xbox One in June 2017. ''Diablo III: Eternal Collection'', combining ''R ...
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Character Class
In tabletop games and video games, a character class is a job or profession commonly used to differentiate the abilities of different game characters. In role-playing games (RPGs), character classes aggregate several abilities and aptitudes, and may also detail aspects of background and social standing, or impose behavior restrictions. Classes may be considered to represent archetypes, or specific careers. RPG systems that employ character classes often subdivide them into levels of accomplishment, to be attained by players during the course of the game. It is common for a character to remain in the same class for its lifetime; although some games allow characters to change class, or attain multiple classes. Some systems eschew the use of classes and levels entirely; others hybridize them with skill-based systems or emulate them with character templates. In shooter games and other cooperative video games, classes are generally distinct roles with specific purposes, weapons or ...
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Balance (game Design)
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 expe ...
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