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  2. Immersive sim - Wikipedia

    en.wikipedia.org/wiki/Immersive_sim

    An immersive sim (simulation) is a video game genre that emphasizes player choice. Its core, defining trait is the use of simulated systems that respond to a variety of player actions which, combined with a comparatively broad array of player abilities, allow the game to support varied and creative solutions to problems, as well as emergent gameplay beyond what has been explicitly designed by ...

  3. Simulation video game - Wikipedia

    en.wikipedia.org/wiki/Simulation_video_game

    Immersive sims are typically played from the first-person perspective in a simulates a consistent lived-in world, and include elements of numerous gameplay systems that the player can use to complete objectives in many different manners, creating a sense of player agency and emergent gameplay.

  4. Category:Immersive sims - Wikipedia

    en.wikipedia.org/wiki/Category:Immersive_sims

    Main page; Contents; Current events; Random article; About Wikipedia; Contact us; Pages for logged out editors learn more

  5. Virtual world - Wikipedia

    en.wikipedia.org/wiki/Virtual_world

    Users exploring the world with their avatars in Second Life. A virtual world (also called a virtual space or spaces) is a computer-simulated environment [1] which may be populated by many simultaneous users who can create a personal avatar [2] and independently explore the virtual world, participate in its activities, and communicate with others.

  6. Deathloop - Wikipedia

    en.wikipedia.org/wiki/Deathloop

    Deathloop is an immersive sim video game that is played from a first-person perspective.Players are presented with a large arsenal of tools, allowing them to choose how they want to approach their objectives. [11]

  7. Tactical role-playing game - Wikipedia

    en.wikipedia.org/wiki/Tactical_role-playing_game

    In 1996, the tactical role-playing game Fire Emblem: Genealogy of the Holy War also featured a non-linear branching storyline, but instead of using an alignment system, it used a relationship system resembling dating sims that gave players the ability to affect the relationship points between different units/characters. This in turn affected ...

  8. Visual novel - Wikipedia

    en.wikipedia.org/wiki/Visual_novel

    It is not uncommon for visual novels to have morality systems. A well-known example is the 2005 title School Days , an animated visual novel that Kotaku describes as going well beyond the usual "black and white choice systems" (referring to video games such as Mass Effect , Fallout 3 and BioShock ) where you "pick a side and stick with it ...

  9. Amnesia: The Bunker - Wikipedia

    en.wikipedia.org/wiki/Amnesia:_The_Bunker

    The game does not feature a lot of scripted moments, and the Beast is an ever-present threat that haunts Henri throughout the game. The game features elements inspired by immersive sims, and the game's world will respond to the player's action. For instance, players can pour gasoline on the floor and ignite it, creating a temporary light source ...