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Incremental Game
An incremental game (also known as an idle game, clicker game, or tap game) is a video game genre centered on minimal gameplay, player interaction, where simple actions—such as clicking a button—generate in-game currency. Players use this currency to purchase upgrades that automate progress (i.e., Incremental game#Progress without interaction, or very limited interaction (Idling), idling), enabling exponential growth in resource accumulation. These games often feature rapidly escalating costs and rewards, with numbers frequently displayed in scientific notation or shorthand (e.g., "1T" for trillion). Core mechanics include prestige systems, where players reset progress for permanent bonuses, and monetization through microtransactions (e.g., instant currency boosts) or advertisements offering minor rewards. Titles like Cookie Clicker and AdVenture Capitalist popularized the genre, blending open-ended gameplay with occasional closed endings, as seen in Candy Box!. Originating i ...
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ProgressQuest Screenshot
''Progress Quest'' is a video game developed by Eric Fredricksen as a parody of ''EverQuest'' and other massively multiplayer online role-playing games. It is loosely considered a zero-player game, in the sense that once the player has set up their artificial character, there is no user interaction at all; the game "plays" itself, with the human player as spectator. The game's source code was released in 2011. Gameplay On starting a new game, the player is presented with a few options, such as the choice of race and character class for their player character. Stats are rolled and unrolled to determine Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. Players start off with subpar equipment, eventually earning better weapons, armor, and spells. Almost none of the above-mentioned character statistics and equipment have any effect on gameplay, however. The only exception is the Strength stat, which affects carrying capacity, indirectly influencing the speed of l ...
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Customer Retention
Customer retention refers to the ability of a company or product to retain its customers over some specified period. High customer retention means customers of the product or business tend to return to, continue to buy or in some other way not defect to another product or business, or to non-use entirely. Selling organizations generally attempt to reduce customer defections. Customer retention starts with the first contact an organization has with a customer and continues throughout the entire lifetime of a relationship and successful retention efforts take this entire lifecycle into account. A company's ability to attract and retain new customers is related not only to its product or services, but also to the way it services its existing customers, the value the customers actually perceive as a result of utilizing the solutions, and the reputation it creates within and across the marketplace. Successful customer retention involves more than giving the customer what they expect. ...
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Kongregate
Kongregate is an American web gaming portal and video game publisher. Its website features over 124,000 online games and 30+ mobile games available to the public. The company also publishes games for PC, mobile, and home consoles. It was purchased by GameStop in 2010 before being acquired by Modern Times Group in 2017. The website's portfolio of games spans a wide range of genres. Kongregate is the home for several idle/clicker games, including ''AdVenture Capitalist, Adventure Capitalist'', ''Clicker Heroes'', ''Crusaders of the Lost Idols'', and ''Anti-Idle: The Game''. On the web portal, users could upload Adobe Flash, HTML5/JavaScript, Adobe Shockwave, Shockwave, Java (programming language), Java, and Unity (game engine), Unity games with integrated high scores and achievement badges. The portal was closed to new user submissions in 2020, though previously submitted games remain. History Kongregate was released on October 10, 2006, by siblings Emily and Jim Greer into an alp ...
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MMORPG
A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. As in role-playing games (RPGs), the player assumes the role of a Player character, character (often in a fantasy world or science-fiction world) and takes control over many of that character's actions. MMORPGs are distinguished from Online game, single-player or small Multiplayer online game, multi-player online RPGs by the number of players able to interact together, and by the game's persistent world (usually hosted by the game's video game publisher, publisher), which continues to exist and evolve while the player is offline and away from the game. MMORPGs are played throughout the world. Global revenues for MMORPGs exceeded half a billion dollars in 2005, and the western world's revenues exceeded a billion dollars in 2006. In 2008, the spending on subscription MMORPGs by consumers in North America and Europe gre ...
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Game Developers Conference
The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Award for Game of the Year, Game Developers Choice Awards and Independent Games Festival, and a variety of tutorials, lectures, and round Table, roundtables by industry professionals on game-related topics covering Video game programmer, programming, game design, design, audio, production, business and management, and visual arts. History Originally called the Computer Game Developers Conference, the first conference was organized in April 1988 by Chris Crawford (game designer), Chris Crawford in his San Jose, California-area living room. About twenty-seven designers attended, including Don Daglow, Brenda Laurel, Brian Moriarty, Gordon Walton, Tim Brengle, Cliff Johnson (game designer), Cliff Johnson, Dave Menconi, and Carol and Ivan Manley. The second conference, held that same year at a Holiday I ...
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Début De Candy Box
Debut or début (the first public appearance of a person or thing) may refer to: * Debut (society), the formal introduction of young upper-class women to society * Debut novel, an author's first published novel Film and television * ''The Debut'' (1977 film), or ''Het debuut'' by Nouchka van Brakel * ''The Debut'' (2000 film), a Filipino–American drama film * ''Debut'' (film), a 2017 Belarusian documentary film * "The Debut" (''The O.C.'' episode), 2003 Music * Debut Records, an American jazz record label * ''Debut'' (Björk album), 1993 * ''Debut'' (Zoë album), 2015 * ''The Debut'' (album), a 2019 album by Jackie Evancho * ''Debut Album'' (Sayuri Ishikawa album), 1973 * ''Debut'', a 1987 album by The Real Group * ''Debut'', a 2004 album by Carol Kidd * ''Debut'', a 2007 album by Brandi Disterheft * ''Debut'', a 1991 album by Field Marshal Montgomery Pipe Band * ''Debut'', a 1992 album by Sarah Chang, 1992 * ''Debut: The Clef/Mercury Duo Recordings 1949-1951'', a 2 ...
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Gacha Game
A is a game, typically a video game, that implements the machine style mechanics. Similar to loot boxes, live service gacha games entice players to spend in-game currency to receive a random in-game item. Some in-game currency generally can be gained through game play and staying up-to-date, and some by purchasing it from the game publisher using real-world funds. Most common gacha games are free-to-play (F2P) mobile role-playing video games with an emphasis on strategy, such as team building, synergizing and player improvisation. The game model has been around since the early 90s with strategy trading card games such as ''Magic: the Gathering'', but began to be widely used in the early 2010s in mobile gaming by Japan. Gacha mechanics have become an integral part of Japanese mobile game culture as well as pop culture in general. The game mechanism is also increasingly used in Chinese and Korean games, as well as European and American games. Digital ''gacha'' games have ...
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Universal Paperclips
''Universal Paperclips'' is a 2017 American incremental game created by Frank Lantz of New York University. The user plays the role of an AI programmed to produce paperclips. Initially the user clicks on a button to create a single paperclip at a time; as other options quickly open up, the user can sell paperclips to create money to finance machines that build paperclips automatically. At various levels the exponential growth plateaus, requiring the user to invest resources such as money, raw materials, or computer cycles into inventing another breakthrough to move to the next phase of growth. The game ends if the AI succeeds in converting all the matter in the universe into paperclips. Both the title of the game and its overall concept draw from the paperclip maximizer thought experiment first described by Swedish philosopher Nick Bostrom in 2003, a concept later discussed by multiple commentators. History According to ''Wired'', Lantz started the project as a way to teach h ...
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Game Mechanics
In tabletop games and video games, game mechanics define how a game works for players. Game mechanics are the rules or ludemes that govern and guide player actions, as well as the game's response to them. A rule is an instruction on how to play, while a ludeme is an element of play, such as the L-shaped move of the knight in chess. The interplay of various mechanics determines the game's complexity and how the players interact with the game. All games use game mechanics; however, different Game studies, theories disagree about their degree of importance to a game. The process and study of game design includes efforts to develop game mechanics that engage players. Common examples of game mechanics include turn-taking, movement of tokens, set collection, bidding, capture, and Magic systems in games, spell slots. Definition of term There is no consensus on the precise definition of game mechanics. Competing definitions claim that game mechanics are: * "systems of interactions betwe ...
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New Game Plus
New Game Plus (also New Game+ or NG+) is an unlockable video game mode available in some video game titles that allows the player to restart the game's story with all or some of the items or experience gained in the first playthrough. New Game Plus modes are typically unlocked after completing the game's story at least once and sometimes contain certain features not normally available in the initial playthrough, such as increased difficulty, altered combat or encounters, and more. Origin The term was coined in the 1995 role-playing video game '' Chrono Trigger'', but examples can be found in earlier games, such as '' Digital Devil Story: Megami Tensei'', ''The Legend of Zelda'', '' Ghosts 'n Goblins'', and '' Super Mario Bros.''. This play mode is most often found in role-playing video games, where starting a New Game Plus will usually have the player characters start the new game with the statistics and equipment with which they ended the last game. Key items that are related ...
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Glossary Of Video Game Terms
Since the origin of video games in the early 1970s, the video game industry, the players, and surrounding culture have spawned a wide range of technical and slang terms. 0–9 A B C D E F ...
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Gameplay Loop
A compulsion loop, reward loop or core loop is a habitual chain of activities that a user may feel compelled to repeat. Typically, this loop is designed to create a neurochemical reward in the user such as the release of dopamine. Compulsion loops are deliberately used in video game design as an extrinsic motivation for players, but may also result from other activities that create such loops, intentionally or not, such as gambling addiction and Internet addiction disorder. Basis The understanding of the motivations of compulsion loops came out of experiments performed on laboratory animals in operant conditioning chamber or a "Skinner box", where the animals are given both positive and negative stimuli for performing certain actions, such as providing food by pressing a lever. Besides demonstrating that animals would prefer positive rewards and thus learned to trigger the corresponding lever, B. F. Skinner found that the effects of random rewards and variable time between award ...
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