Innovation |
Description |
Examples |
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Avatars |
On-screen figures of player identification |
Pac-Man, the Mario Bros. (right), Sonic the Hedgehog, Link from Legend of Zelda |
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Bosses |
Powerful enemy characters that represent the final challenge in a stage or the entire game |
Bowser from the Mario series, Hitler in Castle Wolfenstein, Donkey Kong (right) |
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Vertical and Side Scrolling |
As opposed to a fixed screen, scrolling that follows the action as it moves up, down, or sideways in what is called a "tracking shot" in the cinema |
Platform games like Jump Bug, Jungle King, and Super Mario Bros.; also integrated into the design of Angry Birds (right) |
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Isometric Perspective (also called Three-Quarters Perspective) |
An elevated and angled per-spective that enhances the sense of three-dimensionality by allowing players to see the tops and sides of objects |
Zaxxon (right), real-time strategy games like StarCraft, god games like Civilization and Populous |
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First-Person Perspective |
Presents the gameplay through the eyes of your avatar |
First-person shooter (FPS) games like Castle Wolfenstein, Doom (right), Halo, and Call of Duty |
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Third-Person Perspective (or Over-the-Shoulders Perspective) |
Enables you to view your heroic avatar in action from an external viewpoint |
Tomb Raider (right), Assassin's Creed, and the default viewpoint on World of Warcraft |
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Cut Scenes (also called In-Game Cinematic or In-Game Movie) |
Narrative respite from gameplay, providing cinematic scenes that advance the story. They often appear at the beginning of games and between levels. |
A well-known early example appears in Maniac Mansion (1987). Cut scenes from games like the Grand Theft Auto series (right) have become increasingly vivid and complex. |
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