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3D Game Comparison - Game vs. game. No hype; just facts.™

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In [[w:arcade game|arcade]], [[w:computer game|computer]], and [[w:video games|video games]], such actions include (in order of [[w:commonality|commonality]]): In [[w:arcade game|arcade]], [[w:computer game|computer]], and [[w:video games|video games]], such actions include (in order of [[w:commonality|commonality]]):
-* [[Run]]: Running was perhaps the first action in a game, though it was just "[[w:moving|moving]]". Games like ''[[w:Pong|Pong]]'' and ''[[w:Pacman|Pacman]]'' moved at one speed.+* [[Run]]: Running was perhaps the first action in a game, though it was just "[[w:moving|moving]]". ''[[w:Pacman|Pacman]]'' moved at one speed while ''[[w:Pong|Pong]]'' used an analog controller, allowing different movement speeds.
* [[pick up|Pick up]] (and later [[w:put down|put down]]): Picking [[object]]s up ("[[pickup]]s") in the [[w:game world|game world]] usually meant just "running" (moving) the character over the object; later games actually animate the character to, depending on the kind of character ([[w:humanoid|humanoid]], etc), [[w:bend over|bend over]], lean down, crouch down, etc to ''pick up'' the object. Most games still do the "run-over" approach, however. ''[[w:Colossal Cave Adventure|Colossal Cave Adventure]]'' (1978) was the first game to feature objects that could be picked up, used, and dropped (and that could be carried by an [[NPC]]).<ref>Mark J. P. Wolf, [[w:Bernard Perron|Bernard Perron]]; ''The Video Game Theory Reader'', Foreward by [[w:Warren Robinett|Warren Robinett]], 2003, [[w:Routledge|Routledge]], ISBN 0415965780</ref> * [[pick up|Pick up]] (and later [[w:put down|put down]]): Picking [[object]]s up ("[[pickup]]s") in the [[w:game world|game world]] usually meant just "running" (moving) the character over the object; later games actually animate the character to, depending on the kind of character ([[w:humanoid|humanoid]], etc), [[w:bend over|bend over]], lean down, crouch down, etc to ''pick up'' the object. Most games still do the "run-over" approach, however. ''[[w:Colossal Cave Adventure|Colossal Cave Adventure]]'' (1978) was the first game to feature objects that could be picked up, used, and dropped (and that could be carried by an [[NPC]]).<ref>Mark J. P. Wolf, [[w:Bernard Perron|Bernard Perron]]; ''The Video Game Theory Reader'', Foreward by [[w:Warren Robinett|Warren Robinett]], 2003, [[w:Routledge|Routledge]], ISBN 0415965780</ref>
* [[jump|Jump]]: Jumping (and [[w:jumping puzzle|jumping puzzle]]s) became more prevalent during the [[w:platform game|platform game]] era with games like ''[[w:Pitfall!|Pitfall!]]'' which also combine jumping with [[grab]]bing onto things in order to: * [[jump|Jump]]: Jumping (and [[w:jumping puzzle|jumping puzzle]]s) became more prevalent during the [[w:platform game|platform game]] era with games like ''[[w:Pitfall!|Pitfall!]]'' which also combine jumping with [[grab]]bing onto things in order to:
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* [[lie down|Lie down]] on stomach (also called [[prone]]) is used mostly in [[w:first person shooting games|first person shooting games]] but was also introduced in platform games like ''[[w:Contra|Contra]]''. * [[lie down|Lie down]] on stomach (also called [[prone]]) is used mostly in [[w:first person shooting games|first person shooting games]] but was also introduced in platform games like ''[[w:Contra|Contra]]''.
-[[w:Fighting game|Fighting game]] tend to have more complicated actions involving [[w:Combo (video games)|combination ("combo")]] moves like [[w:flip|flip]]s, [[w:twist|twist]]s, [[w:somersault|somersault]]s, etc. Other actions include [[w:desperation attack|desperation]] and [[w:special attack|special attack]]s and [[w:signature move|signature]] and [[w:finishing move|finishing move]]s. [[w:Racing game|Driving/racing games]] obviously have driving-related actions like steering, acceleration ("running"/"walking"), breaking (stopping)+A [[w:Fighting game|fighting game]] tends to have more complicated actions involving [[w:Combo (video games)|combination ("combo")]] moves like [[w:flip|flip]]s, [[w:twist|twist]]s, [[w:somersault|somersault]]s, etc. Other actions include [[w:desperation attack|desperation]] and [[w:special attack|special attack]]s and [[w:signature move|signature]] and [[w:finishing move|finishing move]]s. [[w:Racing game|Driving/racing games]] obviously have driving-related actions like steering, acceleration ("running"/"walking"), breaking (stopping), etc. [[w:dual wield|Dual weilding]] (holding weapons in multiple hands) is also used in games like ''[[w:Rise of the Triad|Rise of the Triad]]'', ''[[w:Marathon (computer game)|Marathon]]'', ''Tomb Raider'', ''[[Heavy Metal: F.A.K.K.²]]'', etc.
As games became (and become) more complex, more and more actions/moves were (are) added, approaching the complexity level of [[w:human position|human position]]s, [[w:facial expression|facial expression]], and other [[w:expression|expression]]s.<ref>[http://www.gamasutra.com/features/20060602/isbister_01.shtml ''Book Excerpt: 'Better Game Characters By Design' ''], [[w:Katherine Isbister|Katherine Isbister]], [[w:Gamasutra|Gamasutra]], June 2, 2006</ref> An example of player character move evolution is with ''Tomb Raider'' where, in the original [[1996]] game, [[Lara Croft]], had fewer moves than in the [[2007]] remake, ''[[Tomb Raider: Anniversary]]''.<ref>[http://www.newsday.com/features/printedition/ny-l5269339jun26,0,4578455.story?coll=ny-features-headlines ''Lara rises from ‘Tomb’ with some new moves''], [[w:Monty Phan|Monty Phan]], ''[[w:Newsday|Newsday]]'', June 26, 2007</ref> As games became (and become) more complex, more and more actions/moves were (are) added, approaching the complexity level of [[w:human position|human position]]s, [[w:facial expression|facial expression]], and other [[w:expression|expression]]s.<ref>[http://www.gamasutra.com/features/20060602/isbister_01.shtml ''Book Excerpt: 'Better Game Characters By Design' ''], [[w:Katherine Isbister|Katherine Isbister]], [[w:Gamasutra|Gamasutra]], June 2, 2006</ref> An example of player character move evolution is with ''Tomb Raider'' where, in the original [[1996]] game, [[Lara Croft]], had fewer moves than in the [[2007]] remake, ''[[Tomb Raider: Anniversary]]''.<ref>[http://www.newsday.com/features/printedition/ny-l5269339jun26,0,4578455.story?coll=ny-features-headlines ''Lara rises from ‘Tomb’ with some new moves''], [[w:Monty Phan|Monty Phan]], ''[[w:Newsday|Newsday]]'', June 26, 2007</ref>

Revision as of 21:59, 13 January 2010

For the game genre, see cat:action.

An action (or move or control) in gaming is an action/move/control a character can do within the game. Most characters are pre-animated[1] through scripting (artificial intelligence), inverse kinematics, or motion capture.[2]

Contents

Video games

In arcade, computer, and video games, such actions include (in order of commonality):

A fighting game tends to have more complicated actions involving combination ("combo") moves like flips, twists, somersaults, etc. Other actions include desperation and special attacks and signature and finishing moves. Driving/racing games obviously have driving-related actions like steering, acceleration ("running"/"walking"), breaking (stopping), etc. Dual weilding (holding weapons in multiple hands) is also used in games like Rise of the Triad, Marathon, Tomb Raider, Heavy Metal: F.A.K.K.², etc.

As games became (and become) more complex, more and more actions/moves were (are) added, approaching the complexity level of human positions, facial expression, and other expressions.[4] An example of player character move evolution is with Tomb Raider where, in the original 1996 game, Lara Croft, had fewer moves than in the 2007 remake, Tomb Raider: Anniversary.[5]

See also

Wikipedia:

References

Further reading

External links

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