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Category:Pacing

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Pacing
Definition
Taxonomy

Art styles
Controls
Genres
Microtransactions
Modes
Monetization
Pacing
Perspectives
Sports subcategories
Theme
Vehicle subcategories

Category Definition Notes Examples
Continuous turn-based Plays in real-time but based on turns. Includes real-time with pause, active time battle and timed turns.
  • Final Fantasy VII - ATB system is real-time but characters take turns.
  • Baldur's Gate - real-time with pause and is based on Dungeons and Dragons ruleset 'rounds'.
Persistent Gameplay continues even when player is not playing the game, and the game state is either simulated on a remote server or changes over time are calculated when the player returns to the game. MobyGames
Real-time Real-time games present the game continuously, as opposed to in turns. MobyGames
Relaxed Meditative may aim to relax the player and often have no goals and no fail states. MobyGames
Turn-based Turn-based games are divided in turns and rounds. Players can usually only interact with the game during their turn. MobyGames

Subcategories

This category has the following 5 subcategories, out of 5 total.

Pages in category "Pacing"

The following 5 pages are in this category, out of 5 total.