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       <dc:date>2026-05-14T05:11:29-04:00</dc:date>
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        <dc:date>2017-04-08T09:58:28-04:00</dc:date>
        <title>Boss Battle Terminology</title>
        <link>http://wiki.selectbutton.net/theory:boss_battle_terminology?rev=1491659908&amp;do=diff</link>
        <description>Boss Battle Terminology

	*  Reflecting Projectiles - the boss's projectile must be thrown, deflected or lured toward the boss to damage it. Possibly considered popular due to often constituting a non-aggressive counterattack on the part of the player-character.</description>
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        <dc:date>2017-04-08T09:58:28-04:00</dc:date>
        <title>Evolving Mechanics</title>
        <link>http://wiki.selectbutton.net/theory:evolving_mechanics?rev=1491659908&amp;do=diff</link>
        <description>Evolving Mechanics

Evolving mechanics involve a steadily advancing play style throughout the course of a single videogame. They often involve evolved player characters having some form of advantage or dominance over their previous forms.

Examples</description>
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        <dc:date>2017-04-08T09:58:28-04:00</dc:date>
        <title>Fourth Wall</title>
        <link>http://wiki.selectbutton.net/theory:fourth_wall?rev=1491659908&amp;do=diff</link>
        <description>Fourth Wall

Self-awareness during gameplay. The phrase “breaking the fourth wall” refers to the act of a character or other aspect of the game directly addressing the player, television or other non-diegetic element beyond the boundaries of the game itself.</description>
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        <dc:date>2017-04-08T09:58:28-04:00</dc:date>
        <title>Genre Guise</title>
        <link>http://wiki.selectbutton.net/theory:genre_guise?rev=1491659908&amp;do=diff</link>
        <description>Genre Guise

A genre guise is a term for a videogame having the appearance of belonging to (and sharing many of the trappings or conventions of) a certain genre, while the gameplay places it firmly within another.

Examples

	* Dynasty Tactics series</description>
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        <dc:date>2017-04-08T09:58:28-04:00</dc:date>
        <title>Indirect Control</title>
        <link>http://wiki.selectbutton.net/theory:indirect_control?rev=1491659908&amp;do=diff</link>
        <description>Indirect Control

Consider the following three categories of indirect control within videogames:


	*  In which there are one or more non-player actors which, when given a command by the player, are expected to respond in a predictable manner (barring simulations of mood/trust/etc. that may have them act otherwise), as in</description>
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        <dc:date>2017-04-08T09:58:28-04:00</dc:date>
        <title>Name of the Game</title>
        <link>http://wiki.selectbutton.net/theory:name_of_the_game?rev=1491659908&amp;do=diff</link>
        <description>Name of the Game

As video games have become more prominent, there have sometimes been attempts to coin new terms for the medium or its genres which may be more descriptive, have different connotations, or may be simple abbreviations to make it easier to type or say. This page will contain a list of some examples, and perhaps some new proposals.</description>
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        <title>Theory</title>
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        <description>Theory

	*  Boss Battle Terminology
	*  Evolving Mechanics
	*  Fourth Wall
	*  Genre Guise
	*  Indirect Control
	*  Name of the Game
	*  Narrative

Articles

Level Design

	*  Basics of effective FPS encounter design (via F.E.A.R. and F.E.A.R. 2), by Steve Gaynor, on Fullbright
	*  'Level Design Lesson' series, by Anna Antropy, on Auntie Pixilante
	*  B R I C K B Y B R I C K - Castlevania analysis, by Ario Barzan.</description>
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