Alien Attack |
Batman |
Bowling |
Cannon Game |
Doraemon |
Fishing |
HairCut |
Lord of the Ring |
Khan Kluay Fighter |
Make Up5 |
Mario3 |
McDonald |
Pacman |
Paintball |
Penalty Kick |
Pingpong3D |
Rockman |
Samurai |
Snooker2 |
Soccer |
Tennis |
TransFormer |
Transporter |
WarGames |
X-Tretris |
Zidane Head Butt |
Age of Conan - Hyborian Adventures
MINI SUPPORT :
OS: Windows Vista/XP
Processor: 3GHz Pentium IV
RAM: 1GB RAM
Video Card: Shader Model 2.0 and 128MB RAM: NVIDIA GeForce 5800 or ATI 9800
FULL SUPPORT :
Processor: Intel Core 2 Duo 2.4 GHz (E6600) or better
Video Card: NVIDIA GeForce 7950GX2 or better
RAM: 2GB or more
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Alexadro del Add-Kung
Assassin's Creed.
One perfect computer graphic for the high spec of VGA Card,Assassin's Creed is a video game developed by Ubisoft Montreal and published by Ubisoft. It was released worldwide in November 2007 on the PlayStation 3 and Xbox 360 video game consoles.[1] The North American PC version was released on April 8, 2008. assassinations ordered by the head of the Brotherhood, Al Mualim.
To achieve this goal, the player must use stealth and a variety of intelligence gathering tactics to collect information on their target. These tactics include eavesdropping, interrogation, pickpocketing, and completing tasks for informers, fellow assassins who will give you information in exchange for assassinating targets or collecting flags. Additionally, the player may take part in any number of side objectives, including climbing tall towers to map out the city and saving citizens that are being threatened or harassed by the city guards.
There are also various side quests that do not advance the plot such as hunting down and killing Templars and flag collecting.
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Alexadro del Add-Kung
Diablo III : the definitive action role-playing game.
Diablo III is a definitive action role-playing game, and a true continuation of the Diablo series. Players will create a hero from one of five distinct classes, such as barbarian or witch doctor, each equipped with an array of spells and abilities. As these heroes adventure through rich and varied settings, unraveling an epic storyline and engaging in combat with hordes of monsters and challenging bosses, they’ll grow in experience and ability and acquire items of incredible power.
The game takes place on Sanctuary, a world of dark fantasy. Unbeknownst to most of its inhabitants, Sanctuary was saved some twenty years ago from the demonic forces of the underworld by a few brave and powerful heroes. Most of those warriors who directly faced the armies of the Burning Hells -- and were fortunate enough to survive -- went mad from their experiences. And most of the others have buried their haunted memories and pushed the horrors from their thoughts. In Diablo III, players will return to Sanctuary to confront evil in its many forms once again.
Diablo III will be a fitting sequel to Diablo II, with the easy interface, fast-paced action, and visceral gameplay that Diablo players have come to expect and enjoy. It will also include many new features that will take the Diablo action-RPG experience to the next level. We look forward to going into much more detail on our plans for Diablo III as development on the game progresses.
The game takes place on Sanctuary, a world of dark fantasy. Unbeknownst to most of its inhabitants, Sanctuary was saved some twenty years ago from the demonic forces of the underworld by a few brave and powerful heroes. Most of those warriors who directly faced the armies of the Burning Hells -- and were fortunate enough to survive -- went mad from their experiences. And most of the others have buried their haunted memories and pushed the horrors from their thoughts. In Diablo III, players will return to Sanctuary to confront evil in its many forms once again.
Diablo III will be a fitting sequel to Diablo II, with the easy interface, fast-paced action, and visceral gameplay that Diablo players have come to expect and enjoy. It will also include many new features that will take the Diablo action-RPG experience to the next level. We look forward to going into much more detail on our plans for Diablo III as development on the game progresses.
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Alexadro del Add-Kung
Need for Speed : Undercover [PS3]
The Need for Speed series is one of EA's biggest franchises, so it's surprising that there hasn't been any new info since the release of Carbon last year. It was all part of its strategy to go big with the announcement of the latest title. As you'll see in the coming months, presentation is a huge part of Undercover.
The game feels immediately familiar and easy to get a hold of for anyone who has played Need for Speed before. The gameplay hasn't changed drastically; Black Box knows that its fans still want a title that straddles reality and an arcade racer. What was noticeably different was the tuning of the physics; making any maneuvers using the hand-brake feel very natural.
The game feels immediately familiar and easy to get a hold of for anyone who has played Need for Speed before. The gameplay hasn't changed drastically; Black Box knows that its fans still want a title that straddles reality and an arcade racer. What was noticeably different was the tuning of the physics; making any maneuvers using the hand-brake feel very natural.
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Alexadro del Add-Kung
Resident Evil 5 New Release RPG Action.
Resident Evil 5, Capcom Producted. also announcing a two-player co-op mode.
The game is planned to be released in 13th March 2009, RE5 very beuatifull computer graphic and here are some new images and a new trailer.
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Alexadro del Add-Kung
FINAL FANTASY XII
Final Fantasy has long been a name synonymous with RPG gaming. From its humble beginnings in 1986 as a dying company’s last chance, to the powerhouse franchise of 2007 that is centred almost solely around money, it isn’t too difficult to see that this series has been around the block a few too many times. Final Fantasy XII is the latest in a long line of epics, with this particular entrance boasting an all-new flair for originality. Is this title the series’ saving grace, or does it just drive another nail into an almost-buried coffin?
Straight from the outset, it is apparent that this time around, Square have learnt from their mistakes – this game is a far cry from its abysmal predecessor, Final Fantasy X. What is once old, is now new, and vice-versa. The open-world of X returns, best-known for its lack of a world map, and totally 3D environments used rather than the pre-rendered backgrounds of the PSone days. Upgrading X’s use of this wasn’t too hard a job – anyone who enjoyed the claustrophobic hallways of FFX mustn’t have experienced the joys of a massive world map back in the VI-IX days. Final Fantasy XII, similarly, is able to blend both methods of exploration – no world map between towns and dungeons anymore, but a completely movable camera and huge open-ended areas make the world seem massive and completely explorable, which it is.
The world of Ivalice itself is the newest device being used by Square to rake in the cash – similar to the Compilation of Final Fantasy VII, Yasumi Matsuno’s once grand image of Ivalice in his original epic, the PSone’s fabulous Final Fantasy Tactics, has become a cash-cow known as the Ivalice Alliance. Tactics, Tactics Advance, Tactics A2, Revenant Wings, the list goes on. Suffice to say, only one or two of these titles are worth your hard-earned cash. But what does this mean for XII? Basically, nothing. The Ivalice Alliance was begun because of how successful XII became, hence XII is probably the last time you’ll get to visit Ivalice without wondering why the title you’re playing was even developed.
So XII, in other words, is different. Very different. Random battles? Not any more – monsters now roam freely right before your very eyes. The world is now your battlefield, and the series is all the better for it. Running around as the ‘team-leader’ while the other two characters in your active party are controlled by Gambits is a lot more adventurous than Final Fantasy X could ever have hoped to have been. But what are Gambits, you say? Gambits, basically, are your eternal commands – you set them in the party menu, and from then on in a character will rely on any number of these commands during battle. Think of it as coding in Visual Basic or C++. For instance, if you want your other two active characters to heal you when you drop past a certain amount of HP, you would set the Gambit ‘Ally: HP < 20% - Cure’ – that is, of course, if this character’s Licence Board allows them to use Cure…
Licence Board? Yep, the new buzz-word for what was previously a Sphere Grid. Unlike the great Final Fantasys of old, X and XII have decided to give you the option of making every character exactly the same. Same magic, same weapons, same abilities, same stats. Identical. Unlike X though, XII gives you this ability straight from the get-go. What this means is that, if you so desire, you can make all your characters identical straight away, or you can devise your own set of characters. Ever wanted the main character in an FF to use ninja swords and daggers, have huge amounts of HP and yet still be a successful White Mage? Or how about a gunman who uses all forms of attack magic and yet also has the abilities of a thief? All of these and many more are now feasible with the Licence Board. Without a creative streak though, one would look at this checker board of upgrades and feel completely lost, a fish out of water. Understandably, some play Final Fantasy for the characters to develop through levels to the best in a certain field, rather than trying to make them the best in any number of fields…
And this brings us to one of our main gripes – the story and, what should be the most important part of a Final Fantasy, its characters. The storyline itself is wonderfully fresh, compared to the other games in the series. Rather than an ‘very very evil bad man’ with ‘ultra powerful super extreme magic’ and ‘power given to him by the gods of the gods of the gods’, XII takes a much more mature approach to its tale – our villain is almost the opposite of the predictable Sephiroth. He wants to rule, not destroy. What follows is a tale of political intrigue, of backstabbing, war and corruption. While all this sounds good in theory, the execution isn’t as sharp as one would expect – in all the trades, allied attacks, political deaths and underhanded conspiracies, the main feature of the series is sadly lost – the characters.
Vaan, our protagonist, is no more than a street urchin who wants freedom. He has one scene of character development about fifteen-or-so hours in, and then we never really hear anything further from him until the end. The rest of the main party shares a similar fate – Ashe begins with promise, the outcast Princess of Dalmasca trying to rebuild her homeland, being thrown around between warlords and trying to find her place. Sadly, this is really all we ever see of her, as, like everyone else, she doesn’t really change at all. Penelo, Vaan’s friend, is the worst offender, playing dumb almost the entire story, and never really serving any purpose whatsoever. Are her and Vaan in a relationship? Moving towards a relationship? Moving out of a relationship? Sadly, the potential is there but never explored, with their interactions flat and meaningless. Basch is dull, full stop. Balthier and Fran are the saving grace, being the only original entities in the main six – and what originality! From Balthier immediately charming his way into our hearts (“Why, I’m the leading man of course!”) to Fran’s intriguing past and motives, the player can tell that some heavy thinking went into this characters. Now, if only the same could be said for the rest…
In a strange twist of fate, it’s as if many of the NPCs would have made better playable characters. Vossler, for instance, is a man with a mission, who never lets anything stand in his way. Larsa, while young, is developed thoroughly as the ‘little-Emperor-to-be’, and acts as such. Al-Cid is a character that would have made a particularly interesting lead, especially placed in a party with Balthier – the two clashing personalities could result in some scenes of comical relief, while the man himself would have added an excellent sense of style to the primary cast. He’s almost like a perfect hybrid of designs from two seasoned pros, Amano and Nomura – kind of like a ‘what-if’ from this particular designer’s point of view.
In the realms of presentation, the game does indeed look amazing. Graphically, it’s apparent that there’s no where that the PS2 can really go from here. Characters and environments are alike, extremely detailed. From picturesque cities, to little towns on the edge of nowhere, to mines and waterways crawling with fiends, XII drags you into its world and is reluctant to let you go. A few little hiccups here and there (weapons moving through shoulders, continuous pop-up) bring the game down a few notches, but this takes little away from the grand picture. Just watch out for those load-times…
On the subject of sound however, things aren’t as bright. The voice-acting, luckily, is almost spot-on this time around, with relatively unknown voice actors providing what will probably be the performance of their career. Particular characters, most notably Balthier, Fran, Reks, Gabranth and Al-Cid provide stand-out performances, sitting really well among such an epic tale. Definitely, a vast improvement over the pathetic attempt at English dubbing that was Final Fantasy X – hopefully I’ll never have to see voicework as bad as Tidus and Yuna’s. Sadly, the same level of superiority can’t be accounted for in the music department. XII is really hurt by its lack of Uematsu – while not being a Uematsu fanboy myself, I do know that aurally, he was what made Final Fantasy, and Sakimoto is just… not Final Fantasy. His score is almost Western in its execution, sounding more like a flat track from The Lord of the Rings than a memorable tune from Final Fantasy VIII. There are a few tracks here and there that jump out and shine, but nothing big. Ironically, the best track in the game is Angela Aki’s wonderful Kiss Me Good-Bye, which was composed and arranged by Uematsu. It just goes to show, Square should have forked out any amount of money to bring him back.
So where does this leave the game? Is it worth your hard-earned $50USD, or $100AUD? That really depends on whether you want to play another Final Fantasy. For all its original merits and new features, this is still routine stuff if you’ve ever dragged your feet through forty hours of any previous titles in the series. Final Fantasy may seem like it’s grown up this time around, but in reality it’s the same game with an adult-like haircut and some expensive Calvin Klein clothing – if you’re able to see through this, then you’re not going to be entirely impressed. Like all before it, XII has a problem with grinding, another archaic videogame design, used by lazy developers. Not enough bang for the player’s buck? Make boss number seventeen ten-or-so levels higher than boss number sixteen, so they’ll have to stop for about four hours just beating up monsters so they advance in the story. And this is the game’s downfall – it’s difficult to find a reason to want to go on when you’re destroying your hundredth monster for the day in that same piece of field for the second or third consecutive hour. The story suddenly takes a back-seat, and you have no where left to explore (the Paramina Rift didn’t seem so big anymore after five hours of endless battles). While not as bad as X, it certainly shows that XII isn’t as big an advancement as it could have been.
This piece of bad book-keeping is what makes me reluctant to recommend the title. At the end of the day, it really only depends on how much you love Final Fantasy. The fanboys will definitely eat this one up, savouring every piece (note: I mean real fanboys, not Nomura fanboys). Similarly, if you’re the kind of person who wastes their entire day killing monster after monster so that tiny little number next to the letters ‘Lv’ can raise at a rate of one per hour, this is an easy purchase. But for that casual RPG fan who left Final Fantasy when it stopped innovating, I’m afraid it still isn’t time to pick it up and try again – perhaps next time, but for now, have a look at something that doesn’t rely on hundreds of genre cliches and hours of pointless level advancement, mob hunts and trivial sidequests. This tired old man may shine up good with his new hair and suit, but remember that it’s still the same old man underneath.
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Alexadro del Add-Kung
FINAL FANTASY XI
Final Fantasy 11 is the first ever Online RPG of its FF series. The network world is called Vana'diel, which the player itself will be the "character" of the game, to solve the myths and to beat the monster with unity of your party members, you are able to play the game freely with your own style.
In Final Fantasy 11, the characters = the players. The players are able to choose the race that you want, the sex, the way the face looks, the size of the body, at the beginning of the game. You are able to make a duplicate of yourself too. In addition, there will be "Job System" like some of the older FF Series in Final Fantasy 11. By mastering various "Jobs" you will be able to have the "Job Ability" of that specific job.
What's special about Online RPG is the feature of "Communication" with other players. That does not change even with Final Fantasy 11. They have prepared the user friendly "Chat System", "Friend Registry" for you to communicate with. It helps the understanding of each player in the game. Making friends in games are more fun to play with, also it helps you to advance the game in a faster pace. The systems in Online RPG has expanded the enjoyment of the game by many times.
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Alexadro del Add-Kung
FINAL FANTASY X
Squaresoft took a major risk with this game, it did many things that had the potential to anger the entire Final Fantasy gaming community, that vast group of people who have loved the games for so long. Some say this series is degenerating, that it's growing older and weaker, and becoming less like a game with each new title. Well, this may be true. The move from Final Fantasy VI to Final Fantasy VII was rather drastic, but it brought several new things to the series as well. Final Fantasy 10 is no exception; it is a dramatic change that simply adds more to the overall feel.
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Alexadro del Add-Kung
FINAL FANTASY IX
Within the first few hours I spent playing Final Fantasy IX, I predicted that opinions over it would be sharply contrasting. Much of today's following of the Final Fantasy series consists of people who were brought on board with Final Fantasy VII, which is often credited with single-handedly bringing RPGs into the mainstream. So, we have a lot of FF fans out there who never experienced the first two thirds of the series, and never bothered to get the previous games because of a stigma against anything on outdated consoles.
Now we have Final Fantasy IX, a game which is basically a response to long-time series fans' complaints about the direction the series has been taking. I was definitely one of these complainants. While I loved FFVII, FFVIII had serious problems with both its plot and gameplay. What these two games had in common is that they almost completely lost touch with the fantasy elements of their predecessors, becoming entirely sci-fi outings instead of the blend of genres that has made Final Fantasy so interesting.
I think almost everyone who is a long-time fan of the series and enjoyed the feel of the first six installments is going love Final Fantasy IX. As for the people who are new to the series, FFIX will be different from what they've experienced up to this point. Some may be quick to embrace it, while it will probably turn many people off.
So how much of Final Fantasy IX is a retro experience? To begin with, FFIX's plot shows the effort to return to the style of pre-PSX Final Fantasies. The world of FFIX is vastly medieval, with technology playing a limited role. It's still a world of mixed genres, but when you spend the game walking through castles and cobblestone paths instead of concrete roads and neon skyscrapers, you can tell the difference.
The party is back up to four, a welcome correction after two games with the decidedly underwhelming party of three. This four-person party is very important, because like early FFs, the emphasis in FFIX is on having a well-balanced party instead of highly customizable individual characters. In FFVII and VIII, the characters were basically blank slates that you could build up any way you wanted, with very few individual characteristics (basically the limit breaks). In FFIX, characters each have classes once again-- not every character can do every technique or spell. There are fighters who will never be able to cast magic and mages who will be extremely weak fighters but powerful magic users. You also have characters who are mostly healers, and the return of FF classes like Dragoon and Blue Mage. The idea of course is to create a balanced party using these classes.
The characters not only play different, but look and act differently too. Zidane, the main character of FFIX, is a hero that harkens back to early installments of the series. The heroes of VII and VIII often lacked the kind of heart that Zidane has-- while they fought because they were ''doing their jobs,'' Zidane fights for what he believes is right. FFIX also has all the characters you've come to expect-- a humorous character (the asexual chef named Quina), a loner (the visually unique Amarant), and the naive princess (Garnet).
This leads to a complaint some have about FFIX, and that is its predictability. While I admit that many of the elements of the game are borrowed from previous FFs, I was still surprised by the plot twists and taken in by the world of the game, as any good RPG will do. FFIX takes the best elements of the previous games, puts them together, combines them with new material and presents us with an overall great package and a salute to the series in its last installment on the PSX.
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Alexadro del Add-Kung
FINAL FANTASY VIII
Final Fantasy 8 - everyone was waiting. And when it finally arrived.. some were disappointed. Others were not. Everyone has their own opinion and thoughts, but what it comes down to is one of the more controversial Final Fantasy games. Some believe that Square is losing it, others say they're simply making their games more serious. But, in my opinion Square was going for something new.. and they wanted to see how their followers would react. I personally loved the game from beginning to end. Gone is the Materia and MP magic system, the characters resemble real people (to a certain extent) and the 'fun' has been zapped out.
Final Fantasy fans may be upset or joyful.. either because they feel the Final Fantasy series is straying too far away from its roots or they wanted something new. This Final Fantasy's them is love, and it executes rather well. People say Square took out the 'fun' because of the absence of enough mini-games and little extras (such as the golden saucer and chocobo breeding/racing) that provided a break for those who were tired of leveling up.
The graphics are great, the characters actually look like people now! Although they still have some unrealistic features, I liked the anime kind of style that they had for the characters in FF7. Going on, the FMVs are stunning. The best there is around - trust me, the intro alone will make you weak in the knees. The GFs (which I’ll get onto later) look great, especially Leviathan and Cactuar : ). Now everything seems to be more detailed, with the monsters, characters and even buildings. However, the chocobos look somewhat different, and there are no moogles (at least none that I can recall) in here whatsoever! :(
Final Fantasy 8 has some of the greatest music so far in the series, in fact right now I'm listening to an orchestrated version of Julia's ''Eye on Me'' It really is a great song. FF8 definitely does not have the best music in the series, but it can still hold it's own when compared to the music of FF5, FF7 or FF6. Sometimes you'll find a track or two to become extremely annoying and repetitive, but just think.. you'll live, right? There are some tracks that you'll remember, such as 'Eyes on Me' or “Liberi Fatali,” but a few tracks of FF8's music just didn't have the same feel as previous Final Fantasy games.
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Alexadro del Add-Kung
FINAL FANTASY VII
Final Fantasy 7 has been labeled by reviewers and true Final Fantasy fanatics alike as "Quite possible the greatest game ever made." In 1997, Square had released a part of the ever-growing franchise that quickly became a legend and arguably the greatest achievement during the Sony Playstation 1 era; an utter masterpiece to the video game world. Gamers worldwide would experience their first Final Fantasy ported to the Playstation from the beloved Nintento and would be treated graciously with astonishing graphics, memorable characters and a compelling storyline. The game contains one of the most controversial and emotional plot twists in the history of Final Fantasy and possibly all games: the sudden and early death of Aeris. Fans would mourn the surprising loss of a beloved character, only to sit awe-struck at the outcome. This event, among numerous others, created a unprecedented bond between player and game that demanded your full attention and heart from beginning to end, making the game an instant legacy.
Not only was Final Fantasy 7 a complete astonishment to the eyes and to the heart, but the Official Soundtrack left an incredible impression on the ears. The melodies are simply indescribable - the ever popular One-Winged Angel being a prime example of Square’s unmatched composition of an astounding orchestra intertwined with powerful vocals; The theme did not need to be formally translated from it’s core language of Latin in order to expose the depth of the fierce, pitiless, soul that is Sephiroth, the unforgettably vengeful villain of Final Fantasy 7.
Square’s great accomplishment had made Final Fantasy 7 into more than just a video game. They have taken the RPG and extended the title to unexpectedly surprising heights. Square-Enix had most likely never imagined a movie, though it was quite obvious after the outrageous popularity, something had to give! Square-Enix had released Final Fantasy 7: Advent Children, a CG animation movie sequel to the legendary game. So on, they made other games such as the cellular phone game, Final Fantasy 7: Before Crisis (also known as Crisis Core) and Final Fantasy 7: Dirge of Cerberus which ended on the next generation console of Sony Playstation 2. The admirable and endearing characters were even featured in later Square-Enix titles such as Kingdom Hearts and Kingdom Hearts II.
Arguably an unmatched feat in all of these aspects combined, Final Fantasy 7 is still being purchased by many Final Fantasy fanatics. It is an incredible RPG that combines the efforts of misused human ambition in the pursuit of knowledge with the strength of virtue in the select few souls who are committed to saving what is left of the barely breathing planet. Final Fantasy 7 created and RPG revolution to say the least. It will always be remembered as one of the most beloved achievements in gaming history.
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Alexadro del Add-Kung
Role-Playing Game
A role-playing game (RPG; often roleplaying game) is a game in which the participants assume the roles of fictional characters and collaboratively create or follow stories. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a formal system of rules and guidelines. Within the rules, players can improvise freely; their choices shape the direction and outcome of the games.
Role playing games are fundamentally different from most other types of games in that they stress social interaction and collaboration, whereas board games, card games, and sports emphasize competition.[1] Like serials or novel sequences, these episodic games are often played in weekly sessions over a period of months or even years, although one session games are also common.
Role-playing games are a form of interactive and collaborative storytelling. Like novels or films, role-playing games appeal because they engage the imagination. Interactivity is the crucial difference between role-playing games and traditional fiction. Whereas a viewer of a television show is a passive observer, a player at a role-playing game makes choices that affect the story. Such role-playing games extend an older tradition of storytelling games where a small party of friends collaborate to create a story. Most role-playing games are conducted like radio drama: only the spoken component is acted, and players speak out of character to describe action and discuss game mechanics. The genre of role-playing games in which players do perform their characters' physical actions is known as live-action roleplaying games (LARP).
While simple forms of role-playing exist in traditional children's games such as "cops and robbers", "cowboys and Indians" and "playing house", role-playing games add a level of sophistication and persistence to this basic idea. Participants in a role-playing game will generate specific characters and an ongoing plot. A consistent system of rules and a more or less realistic campaign setting in games aids suspension of disbelief. The level of realism in games ranges from just enough internal consistency to set up a believable story or credible challenge up to full-blown simulations of real-world processes.
Video games incorporating settings and game mechanics found in role-playing games are referred to as computer role-playing games, or CRPGs. Due to the popularity of CRPGs, the terms "role-playing game" and "RPG" have both to some degree been co-opted by the video gaming industry; as a result, traditional non-digital pastimes of this sort are increasingly being referred to as "pen and paper" or "tabletop" role-playing games, though neither pen and paper nor a table are strictly necessary. Credit by wikipedia.org
Role playing games are fundamentally different from most other types of games in that they stress social interaction and collaboration, whereas board games, card games, and sports emphasize competition.[1] Like serials or novel sequences, these episodic games are often played in weekly sessions over a period of months or even years, although one session games are also common.
Role-playing games are a form of interactive and collaborative storytelling. Like novels or films, role-playing games appeal because they engage the imagination. Interactivity is the crucial difference between role-playing games and traditional fiction. Whereas a viewer of a television show is a passive observer, a player at a role-playing game makes choices that affect the story. Such role-playing games extend an older tradition of storytelling games where a small party of friends collaborate to create a story. Most role-playing games are conducted like radio drama: only the spoken component is acted, and players speak out of character to describe action and discuss game mechanics. The genre of role-playing games in which players do perform their characters' physical actions is known as live-action roleplaying games (LARP).
While simple forms of role-playing exist in traditional children's games such as "cops and robbers", "cowboys and Indians" and "playing house", role-playing games add a level of sophistication and persistence to this basic idea. Participants in a role-playing game will generate specific characters and an ongoing plot. A consistent system of rules and a more or less realistic campaign setting in games aids suspension of disbelief. The level of realism in games ranges from just enough internal consistency to set up a believable story or credible challenge up to full-blown simulations of real-world processes.
Video games incorporating settings and game mechanics found in role-playing games are referred to as computer role-playing games, or CRPGs. Due to the popularity of CRPGs, the terms "role-playing game" and "RPG" have both to some degree been co-opted by the video gaming industry; as a result, traditional non-digital pastimes of this sort are increasingly being referred to as "pen and paper" or "tabletop" role-playing games, though neither pen and paper nor a table are strictly necessary. Credit by wikipedia.org
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Alexadro del Add-Kung
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