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None
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* SlidingScaleOfCooperationVsCompetition \\
How much the players cooperate or compete in the multiplayer mode.
How much the players cooperate or compete in the multiplayer mode.
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None
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* LootCommand \\
A specific command you need to loot something from a defeated enemy.
A specific command you need to loot something from a defeated enemy.
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None
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** LockpickingMinigame \\
Set the pins in a lock to open in.
Set the pins in a lock to open in.
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None
Changed line(s) 439 (click to see context) from:
* Your Mana meter refills on its own.
to:
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* WhackAMonster\\
Fight an enemy that is only vulnerable when it pops up.
Fight an enemy that is only vulnerable when it pops up.
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None
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* ChangingGameplayPriorities \\
A game's mechanical elements grow and change over the course of the game, such that the things you prioritize in the early game are much different than the things you prioritize in the late game.
A game's mechanical elements grow and change over the course of the game, such that the things you prioritize in the early game are much different than the things you prioritize in the late game.
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None
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* ProtagonistWithoutAPast \\
Even if, reasonably, their hometown should be on the map, your character might never receive an explicit backstory.
Even if, reasonably, their hometown should be on the map, your character might never receive an explicit backstory.
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Removing cut trope.
Deleted line(s) 744,745 (click to see context) :
* WhatAreYouLookingAt \\
{{NPC}}s just stand and stare blankly into the distance when you're not talking to them.
{{NPC}}s just stand and stare blankly into the distance when you're not talking to them.
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None
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* EquipmentUpgrade \\
Enhance your equippable items instead of replacing them!
Enhance your equippable items instead of replacing them!
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None
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* VideoGamesAndFate \\
Video games tend to be highly linear by their very nature. Some games call attention to this by having fate or destiny be a narrative or thematic element.
Video games tend to be highly linear by their very nature. Some games call attention to this by having fate or destiny be a narrative or thematic element.
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None
Changed line(s) 698 (click to see context) from:
* StatDeath
to:
* StatDeathStatDeath \\
It is fatal to allow a certain stat besides HP to fall to zero.
It is fatal to allow a certain stat besides HP to fall to zero.
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None
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* CombatantCooldownSystem \\
A combat system where how soon combatants can act again is determined both by their Speed stat and by the complexity of their respective previous actions.
A combat system where how soon combatants can act again is determined both by their Speed stat and by the complexity of their respective previous actions.
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* TurnBasedCombat \\
When combat in the game is resolved in turns.
When combat in the game is resolved in turns.
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None
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* ExpositoryGameplayLimitation \\
Temporarily limiting the range of actions the player character can make in a game, to allow for exposition. Doesn't disrupt gameplay as much as an ExpositionBreak.
Temporarily limiting the range of actions the player character can make in a game, to allow for exposition. Doesn't disrupt gameplay as much as an ExpositionBreak.
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None
Changed line(s) 289 (click to see context) from:
When a match just won't work, go for a flamethrower!
to:
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* PlayerDataSharing \\
Aspects of one player's single player campaign can be transferred to another's.
Aspects of one player's single player campaign can be transferred to another's.
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None
Changed line(s) 125 (click to see context) from:
Loading first trope... ... ... ... ... ... ... Loading second trope...
to:
Loading first trope...example... ... ... ... ... ... ... ... ... ... ... ... ... Loading second trope...example...
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Changed line(s) 123 (click to see context) from:
Please wait, your trope description is loading.
to:
Please wait, your trope description is loading.loading...
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A game that takes ''longer'' to load.
to:
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Moving to Video Game Interface Elements
Deleted line(s) 676,677 (click to see context) :
* SharedLifeMeter \\
When multiple characters share the same life meter.
When multiple characters share the same life meter.
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* SharedLifeMeter \\
When multiple characters share the same life meter.
When multiple characters share the same life meter.
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None
Changed line(s) 94 (click to see context) from:
* EvolutionaryRetCon \\
to:
* EvolutionaryRetCon EvolutionaryRetcon \\
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Video Game Tactical Index is about player\'s tactics, not gameplay rules, so I\'d place this here...
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* CommonTacticalGameplayElements \\
Rules that add a tactical dimension to video game combat.
Rules that add a tactical dimension to video game combat.
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None
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* {{Autosave}}\\
The game saves automatically at points without the player's input.
The game saves automatically at points without the player's input.
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None
* SurplusDamageBonus\\
When you get rewarded for damaging an opponent beyond its max HP.
When you get rewarded for damaging an opponent beyond its max HP.
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* UnexpectedlyRealisticGameplay
In this game, you have to do stuff that games shouldn't be able to do!\\
In this game, you have to do stuff that games shouldn't be able to do!\\
to:
* UnexpectedlyRealisticGameplay
UnexpectedlyRealisticGameplay \\
In this game, you have to do stuff that games shouldn't be able todo!\\do!
In this game, you have to do stuff that games shouldn't be able to
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* UnexpectedlyRealisticGameplay
In this game, you have to do stuff that games shouldn't be able to do!\\
In this game, you have to do stuff that games shouldn't be able to do!\\
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* LongSongShortScene \\
This is a very elaborate song for such a short screentime.
This is a very elaborate song for such a short screentime.
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* WastedSong \\
This is the [[AwesomeMusic/VideoGames best music ev]]--Hey, where'd it go?
This is the [[AwesomeMusic/VideoGames best music ev]]--Hey, where'd it go?
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Deleted line(s) 274,275 (click to see context) :
* FakeSkill \\
When the player finds alternative methods to beat the game than what developers intended to allow. Sometimes requires real skill to pull off.
When the player finds alternative methods to beat the game than what developers intended to allow. Sometimes requires real skill to pull off.
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* NotTheIntendedUse \\
When the player finds alternative methods to beat the game than what developers intended to allow. Sometimes requires real skill to pull off.
When the player finds alternative methods to beat the game than what developers intended to allow. Sometimes requires real skill to pull off.
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None
Changed line(s) 190 (click to see context) from:
A small piece of level design that is not in itself very challenging but gives players a clue about how they should respond to a bigger challenge that's just around the corner
to:
A small piece of level design that is not in itself very challenging but gives players a clue about how they should respond to a bigger challenge that's just around the cornercorner.
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* DuelingPlayerCharacters \\
You must fight a character you have previously controlled in a single-player game.
You must fight a character you have previously controlled in a single-player game.