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In most cases, the player can display them all by pausing the game or pressing a button. Some games also give players control over the HUD, allowing them to hide elements and customize position, size, color, and opacity. [2] World of Warcraft is notable for allowing players to significantly modify and enhance the user interface through Lua ...
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An invisible wall (or alpha wall) is a boundary in a video game that limits where a player character can go in a certain area, but does not appear as a physical obstacle. [1] The term can also refer to an obstacle that in reality could easily be bypassed, such as a mid-sized rock or short fence, which does not allow the character to jump over ...
The player also chooses a main weapon, a side arm, and an item. Each round, a player is selected automatically to be the Hidden, usually based on how much damage they dealt to the Hidden in previous rounds. All the other players play as the IRIS, whose goal is to work as a team to hunt down the Hidden and contain it.
Action role-playing games emphasize real-time combat where the player has direct control over the characters as opposed to turn or menu-based combat while still having a focus on character's stats in order to determine relative strength and abilities.
Steam Trading Cards, a system where players earn virtual trading cards based on games they own, were introduced in May 2013. Using them, players can trade with other Steam users on the Steam Community Marketplace and use them to craft "Badges", which grant rewards such as discount coupons, and user profile page customization options.
The BFG ("Big Fucking Gun") [1] is a fictional weapon found in many video games, mostly in id Software-developed series' such as Doom and Quake.. The abbreviation BFG stands for "Big Fucking Gun" as described in Tom Hall's original Doom design document and in the user manual of Doom II: Hell on Earth.
The subjective experience of being unseen by others in a social environment is social invisibility. A sense of disconnectedness from the surrounding world is often experienced by invisible people. This disconnectedness can lead to absorbed coping and breakdowns, based on the asymmetrical relationship between someone made invisible and others. [5]