recursal/Fanatic-Fandom huggingface dataset:
Arma prediletta

**Arma prediletta** è un'operazione in *Far Cry 6 .*

## Obiettivi

* Parla con Yelena.
* Incontra i guerriglieri alla raffineria La Joya.
* Fai irruzione nella raffineria di McKay.
* Trova il pannello di controllo della raffineria.
* Hackera il terminale di controllo della raffineria.
* Attiva il comando di esclusione manuale.
* Fuggi dalla raffineria.

## Descrizione

Puoi procedere a questa operazione dopo aver completato la missione principale **Trappola per turisti.** Devi incontrare **Yelena** nel luogo indicato nella sottoregione di La Joya. **La raffineria di La Joya** si trova a est del punto di partenza della missione. Una volta arrivato lì, noterai i ribelli: prenderanno parte all'assalto. Per entrare utilizzerai i fuochi d'artificio come esplosivi: interagisci con la scatola rossa. Preparati: la detonazione dell'ingresso principale dell'edificio della raffineria attirerà l'attenzione delle forze nemiche.

Dopo i combattimenti iniziali, trova una scala nell'edificio per scendere nella sua sezione sotterranea.

Vedrai nuovi nemici di stanza nella parte sotterranea della struttura. Inizia il combattimento mentre sei sui balconi superiori, poiché alcuni di loro hanno buone coperture.

Dopo aver vinto la battaglia, trova un computer e interagisci con esso.

Una barra di avanzamento apparirà nell'angolo in alto a sinistra dello schermo: continua a combattere finché non è piena al 100%. Rimani dietro una buona copertura e osserva il radar: ti dirà da dove arrivano i nuovi nemici. Se vieni attaccato da gruppi più numerosi, usa granate o spara ai barili esplosivi.

Questo è un semplice obiettivo della missione che implica il raggiungimento di un interruttore interattivo - è mostrato nell'immagine. Questo ti avvicinerà al sabotare la raffineria.

All'inizio, potrebbe sembrare che non ci sia via d'uscita dalla stanza: presto inizieranno a diffondersi gas velenosi. Devi aspettare che i tuoi alleati facciano saltare in aria uno dei muri nel seminterrato.

Sprint per raggiungere i prossimi marcatori che ti portano in superficie.

Una volta che sarai all'aperto, incontrerai nuovi nemici. Ci sarà anche un elicottero che sorvolerà la raffineria che potrai distruggere usando il Volta supremo. Tuttavia, l'attuale obiettivo della missione non ti obbliga a sconfiggere tutti i nemici. Tutto ciò che conta è che lasci l'area della raffineria e ti allontani abbastanza da essa.
Armi (Far Cry 3: Blood Dragon)

## Indice Far Cry 3: Blood Dragon

Lista completa delle armi di Fra Cry 3: Blood Dragon. In Blood Dragon ci sono **10** armi in totale. Tutte le armi possono essere sbloccate completando la storia e acquistandole tramite i negozi nel gioco, sempre presente nei presidi. Ogni arma ha delle statistiche ben precise che si misurano su una scala da 1 a 10, ecco quelle di Far Cry 3: Blood Dragon:

* **Precisione:** Quando un'arma concentra in un'area ristretta più colpi distinti, indipendentemente dal punto mirato.
* **Danni:** Il danno provocato da un singolo colpo.
* **Gittata:** La massima distanza che un proiettile può percorrere una volta sparato.
* **Cadenza:** Il numero di colpi che un'arma da fuoco può sparare in un'unità di tempo.
* **Mobilità:** La velocità generale dell'arma, nei movimenti e nella ricarica.

**Armi disponibili nel gioco**

* **Armi base: 8**
* **Armi da mischia: 2**
* **Esplosivi: 4**
Armi (Far Cry 5)

## Indice Far Cry 5

Lista completa delle armi di Fra Cry 5. Nel quinto capitolo di Far Cry e nei suoi DLC ci sono **139** armi in totale. Quasi tutte le armi possono essere acquistate tramite il negozio nel gioco, sempre presente negli avamposti e nei luoghi principali.

### Armi disponibili nel gioco

* **Armi base: 78**
* **Armi da mischia: 15**
* **Armi dei pack a pagamento: 7**
* **Armi ricompensa evento live: 11**
* **Armi ricompense Ubisoft Connect: 1**
* **Armi DLC: 21** (+5 solo in A spasso su Marte)
* **Armi fisse: 2**
* **Esplosivi: 7**
Narrative

The narrative games take the form of player select the instructions to change the direction of the story. As the word "narrative" means, narrative games usually have dramatic plots, characters, and background music. The players need to use their observation and reasoning to solve the mystery from the protagonist of the story. Usually in some "love games", there are many virtual characters around the players, their goal is to complete the plot in order to achieve a "sweet ending" with the virtual characters through choosing many branch plots.

### **Example games**

1. **BTS Universe story**

BTS Universe story is a game created for the K-pop idol group"BTS". In this game, the players can decide the story about seven boys and integrate into them. They can freely choose different story directions and reveal the future of the protagonists and experience different story endings, interesting stories and viewing system.

2. **NEVER7**

"NEVER7" is created by Kindle Imagine Develop(KID) from Japan. On the basis of a "love game", the creator adds a lot of suspense and science fiction, which are full of mysteries and twists and turns of plot that attracts uncountable players.

REFERENCE:

"BTS Universe Story." Web. 24 Sept. 2020.https://www.bluestacks.com/blog/bluestacks-roundups/reasons-to-play-bts-universe-story-on-pc-en.html

"NEVER7" Web. 24 Sept.https://oldsite.fuwanovel.net/novels/never7
Apri

**Apri** è una missione secondaria in *Far Cry 5* che si svolge nella regione di John Seed in Holland Valley .

## Trama

In tutta Holland Valley, troverai grandi silos rossi, con il simbolo dell'Eden's Gate dipinto. Lancia loro semplicemente degli esplosivi o spara molti proiettili ed esploderanno. Consigliamo di utilizzare un elicottero armato, poiché i silos sono molto facili da individuare dall'aria, sia di giorno che di notte. Vedi la mappa alla fine di questo articolo.

Una volta distrutti 14 dei silos, la missione finirà.

## Località

* La fattoria delle zucche di Rae-Rae
* A nord-est di Gardenview Orchards
* Strickland Farm
* Red's Farm Supply
* Alba di trebbiatura
* Hyde Barn
* Kellett Cattle Co.
* Parker Laboratories (sul campo)
* Davenport Farm
* Bradbury Farm
* Bradbury Hay Field
* Stazione di Holland Valley
* Flatiron Stockyards
* Seed Ranch

## Posizioni

Nella sezione filtri della seguente mappa interattiva rimuovi la spunta da "Seleziona tutto" per disattivare tutte le icone, poi attiva soltanto la spunta dei Silos per scoprire la loro posizione nella mappa di gioco.
Animali (Far Cry Instincts)

## Indice Far Cry Instincts

Gli animali sono entità all'interno della mappa di gioco e fungono da minaccia o da risorsa per il giocatore. Gli animali nel primo capitolo di Far Cry si dividono in due categorie: i predatori e gli animali ambientali. I predatori di Far Cry Instincts sono 1 e attaccheranno il giocatore a vista, tutte le altre specie sono animali ambientali non attaccheranno quindi il giocatore e non garantiranno nessuna risorsa. Ecco una lista completa degli animali di Far Cry Instincts. In questo capitolo c'è **1** sola specie animale.
Aeroporto (Bowa-Seko)

L'**Aeroporto** è un luogo in *Far Cry 2* .

Si trova nel settore orientale del distretto di Bowa-Seko .

## Descrizione

La posizione dell'aeroporto è molto scomoda, poiché è strettamente circondato da una formazione montuosa, che renderebbe possibile, ma estremamente pericoloso, volare dentro e fuori da esso.

Composto da due grandi hangar e da una casa chiusa a chiave, è simile all'aeroporto di Leboa Sako, anche se con molto meno spazio di manovra. Una piattaforma da cecchino è presente a sud degli hangar e una serie di rocce sopraelevate a est della pista fornisce ottimi motivi per un assalto.

## Come accedervi

L'aeroporto ha due ingressi. L'evidente è dalla strada lungo il lago. Fai attenzione a un camion d'assalto dotato di calibro .50 che pattuglia la strada. L'altro ingresso passa attraverso le montagne a est della pista ed è accessibile dalle vicinanze del checkpoint appena a nord dell'aeroporto.

Tieni presente che l'area a sud della pista, raffigurata come un'apertura tra le montagne sulla mappa, è infatti inutile, e non prevede alcuna via di ingresso o uscita.

Il modo migliore per attaccare il luogo è raggiungere furtivamente le rocce a est (prova il percorso orientale per un percorso più facile) e uccidere il nemico che presidia un Carl Gustav Launcher che può facilmente schizzarti con il fuoco dei razzi se lasciato incustodito.

Usando una mitragliatrice leggera, un fucile da cecchino, un lanciagranate o il lanciatore del tizio morto, abbatti il ​​nemico mentre carica scoperto verso la tua posizione lungo la pista e colpisci quelli al riparo.

Non dimenticare di trattare prima il cecchino sulla piattaforma, poiché può darti dei problemi anche nelle difficoltà più facili.

A difficoltà più elevate, il giocatore dovrebbe prestare particolare attenzione a non lasciare che nessun nemico raggiunga il cannone montato O la torretta del camion d'assalto sotto la piattaforma, poiché entrambi sono Mark 19.

## Guarnigione

Ci sono diversi nemici, tra cui un mercenario con un lanciarazzi Carl Gustav nelle rocce attraverso la pista di atterraggio dagli edifici. Quando si avvicina all'aerodromo, il giocatore dovrebbe eliminare per primo il lanciatore perché lo schizzerà se rimane nell'area bersaglio per troppo tempo. C'è anche un gioco di ruolo su un cecchino. Se il giocatore ha con sé un fucile da cecchino, può essere usato per ammorbidire la resistenza. Inoltre, il giocatore può fare buon uso del lanciatore del mercenario. Sotto la piattaforma è parcheggiato un camion d'assalto dotato di lanciagranate Mark 19, insieme a un Mark 19 montato accanto ad esso.
Paper Prototype

As game designers, we must test our ideas. We must do this in the beginning stages when there’s nothing at risk. There are multiple methods of prototyping but one is paper prototyping which is the easiest type.

There are many benefits to paper prototyping which are listed below.

* Allows the designer to focus on the gameplay rather than technology
* Promotes designers to experiment
* Easy to make and no cost
* Does not require programming and art skills
* Receive real-time player feedback
* Allows for non-technical team members to participate

The key goal of paper prototypes is to see how the game works at a mechanical level. Do not focus your time on making your paper prototype aesthetically pleasing. Remember an aesthetic game doesn’t mean a successful game.

Source

Fullerton, Tracy. *Game Design Workshop: a Playcentric Approach to Creating Innovative Games*. CRC Press/Taylor & Francis, 2014.
Mimesis

“Subway Surfers.” *Wikipedia*, Wikimedia Foundation, 21 Sept. 2020, en.wikipedia.org/wiki/Subway\_Surfers.
**Mimesis,** is a term used to describe one of the forms of pleasures in the classic system of games according to author, Roger Caillois in his book *'Man, Play and Games.*' This form of pleasure allows the users to experience the aspects of a role-play, imitation, storyline and/or feeling of specific world inside of a game. One of the examples, can be the online game, 'Subway Surfers.' It is an'endless runner mobile game, which allows the user to have different characters who toss barriers and trains in the subway of a specific country. The games updates every 4 week with country specific characters, seasonal hunts and boards. The user experiences pleasure of role-playing and absorption of a new world.
Andre Hyppolite

**Andre Hyppolite** è un personaggio giocabile in *Far Cry 2.*

## Biografia

È cresciuto nel quartiere Cite Soleil di Port-au-Prince. Durante i suoi primi anni di vita, è stato mandato a scuola per proteggerlo dalla violenza in corso. Ma questo non gli ha impedito di essere travolto dal crimine e dalla corruzione che lo circondavano costantemente. Alla fine del 2003, Andre è stato ferito in uno scontro a fuoco con le forze di sicurezza private fuori Port-au-Prince ed è stato brevemente preso in custodia. Poco dopo che il presidente Aristide fu costretto a dimettersi e ad andare in esilio, il rilascio di Andre fu organizzato tramite agenti di una grande banca di investimenti. Su richiesta di un cartello con sede a Medellin, Andre si è recato in Sud Africa e ha iniziato a organizzare una squadra per assassinare l'esiliato Aristide a Johannesburg. Soffrendo di una crisi di coscienza dell'ultimo minuto, Andre si rifiutò di portare a termine il colpo (Aristide sopravvive ancora oggi). Ritornare ad Haiti era fuori questione, quindi Hyppolite ha cercato di trovare uno scopo per se stesso nell'Africa meridionale. Poco dopo si rese conto che il suo scopo era essere un appaltatore indipendente nella guerra civile.

## Curiosità

* Andre brandisce un fucile SPAS-12 in combattimento.
Boring Games

Boring, is when a person has become disinterested in completing certain actions. A boring game does not evoke a passionate response. Most people play these games out of boredom due to not having anything else to do. A game is determined boring based on the person’s personality. A person may find Fortnite boring because it doesn’t entice their interest.
Playtest

Playtest is a phase for designers where they engage throughout their design process to get an insight of reaching their objective of the game. It allows designers to get valuable feedback from the testers which might assist in amending the all over exposure and quality of the game.

Playtests are the most important aspect which a designer engages in, but it is also the one that designers have the hardest time understanding. A playtest is to see if the game the designer has designed meets the experience goals for the players, it gives insight to how the game would be played when the game designer is not present of the players playing the game. Playtesting is used to see how the players interact with the game and how they feel about the different aspects so that things can be improved before being marketed to the public.
Boring games

Understanding about what games are for players and others and not fond of the game they are playing. It doesn't mean just that the particular game is boring but it just does not interest a player to continue, therefore ending the game would be the solution. For myself I feel that games which are boring would be like the ones which do not have a good outline, example: building games : smurfs village, dinner dash. It sounds fun but for me I feel that these just dont interest me that much even if it has colourful outline, story, therefore these 2 games you would require enough money to play.
Expression

Expression is a keyword which simplifies about how challenges, creativity, enthusiasm is being portrayed in playing online games. Online games has a great outcome in an individuals daily life and ensures that it keeps people engaged with others and time pass for people who do not have anything else to accomplish. Expression can be clearly depicted through the readings and lectures conducted by the justification of expressing yourself with others, and having a creative mindset in games and other things. This keyword fulfills the requirements of how an individual is able to establish their thoughts in a creative mindset. this relates to games where people are able to create something and engaging with others in their communication. Expressions play a major role in games which is performed by an individual.

### **Expression Games**

Games such as Minecraft, SimCity, etc where these games is your expressing your ideas, communicating with others and engaging about your creativity and understanding.

#### **Minecraft**

Minecraft is where your designing through your ideas and expressing with others throughout.

Minecraft game would be the best example for the keyword "Expression". Creating what you love and expressing your own ideas amongst each others by using different tools, ideas, building what you want, competing with others and usage of resources is well developed in this game. people who love creativity, designing what they want is capable in playing this game, expression is being utilized in an efficient manner by all individuals as they are expressing with others about what they would be creating and creativity of their design is being justified throughout the game.

#### **SimCity**

this is another game which relates to Expression as player involve in building their own city as per their design and creation. This game involves in designing infrastructure, landmarks, etc. Thereby players are able to fulfill what they would like to design and create their own justification and requirements in building their own city.

Sources:

“Minecraft.” *Wikipedia*, Wikimedia Foundation, 20 Sept. 2020, en.wikipedia.org/wiki/Minecraft.

“SimCity.” *Wikipedia*, Wikimedia Foundation, 25 Aug. 2020, en.wikipedia.org/wiki/SimCity.
Trope

Tropes are often seen in any form of media. Although we will be focusing more about the tropes in video games, the overall idea is the same. Tropes in video games or in general are simply put as figures that are attached or portrayed with a common appearance, style, language, voice used throughout a long period of time. There are many types of trope that take place within games, such as the comedic characters or the female characters.

## Female Character Tropes

Some brief female character tropes found in games are; the iconic damsel in distress and overall the female style being accustomed to wearing pink or girlish accessories such as princess peach in Mario or having the commonly used ribbon to identify the character as a being a girl such as Ms. PACMAN from the PACMAN series.
Animali (Far Cry 2)

## Indice Far Cry 2

Gli animali sono entità all'interno della mappa di gioco e fungono da minaccia o da risorsa per il giocatore. Gli animali nel secondo capitolo di Far Cry si dividono in una sola categorie: gli animali ambientali. Tutte le specie del gioco sono animali ambientali non attaccheranno quindi il giocatore e non garantiranno nessuna risorsa. Ecco una lista completa degli animali di Far Cry 2. Nel secondo capitolo di Far Cry ci sono **7** specie diverse di animali.
Object

From the viewpoint of games, object is one of the game mechanics which define the characters, attributes, props etc,. The objects can be said as the space of visual representation. For example, If we look at a game like, Homescapes, where the play revolves around a story-line of renovating the house through collecting money by playing levels of match puzzle game. The attributes like the option to change furniture, props, characters, etc, altogether make the space of the game and are called as the 'objects.' The game is actually made into a game when these attributes come together as a whole.

Sources:

“Homescapes.” *Wikipedia*, Wikimedia Foundation, 24 Sept. 2020, en.wikipedia.org/wiki/Homescapes.
Formal System

A game is framed using a formal, experimental and cultural system. These systems are embedded within each other. When a game is identified using a formal system it is always embedded with an experimental system. A game containing a cultural system contains formal and cultural systems within it.

A formal system uses a closed system. A closed system means that there is no interchange within the environment. Meaning it exists only within itself.
Skill

Unlike most of the other mechanics, this game mechanic focuses on the player. There are thousands of different skills but when talking about game design skills can be divided into three main categories;

* Physical Skills
* Mental Skills
* Social Skills

When talking of skills as a game mechanic one is normally referring to **real** **skills** that a player should have when playing the game.

### Physical Skills

Includes things like;

* Strength
* Dexterity
* Coordination
* Physical Endurance
* Effectively manipulating a game controller
	+ Many videogames also require a broader range of physical skills from players. (Virtual Skill)

### Mental Skills

It is very rare that a game doesn't include having some type of mental skill involved when playing it.

Refers to skills like;

* Memory
* Observation
* Puzzle Solving
* Decision Making

### Social Skills

Mainly relies on how good the player is at reading others emotions and at masking their own.

Examples;

* Reading an opponent
* Fooling an opponent
* Coordinating with teammates

### Virtual Skills

* A skill a player is pretending to have
* The skill of the character that the player controls, not of the person holding the controller.
Cultural systems

Cultural Systems is one of the elements which concerns with representing or referencing cultural values through attributes and structures in gameplay. For example, Subway Surfers is an endless runner game, in which there is an attribute of showcasing the 'subway' of various countries with specific objects associating relationship to that particular place and time. The game updates every four weeks, supposedly the game has 'India Tour,' the articles like aesthetics, game hunts, characters, boards etc. will all be related to that particular place or have attributes of that culture. Another example can be the cooking games, which require the player to make food or follow recipes from a specific culture.
Alarming Games

Alarming games are one of the categories of "no-fun" games, in which players come across situations that can be startling, unsettling or causing discomfort to play. For example; Fortnite is a game containing violent content, fear, etc., which might not be preferred by some players, on the other hand its content is played by many players.
A52

L' **A52** è un fucile d'assalto presente in *Far Cry 4* .

L'A52 è un fucile d'assalto a due mani completamente automatico con un'elevata potenza di danno e un forte rinculo, disponibile presso il Trading Post. L'A52 è una raccomandazione per i giocatori che preferiscono i combattimenti frontali, con le sue capacità in combattimento ostacolate dall'impossibilità di accettare un soppressore. I suoi proiettili sono in grado di penetrare più aggressori in una linea.

## Disponibilità

Diventa disponibile dopo aver completato la missione Payback insieme al D50 , l' SA-50 e l' MG42 .

## Curiosità

* Quest'arma appare anche in *Far Cry 3* con il nome ACE .
* Vale anche la pena notare che il modello in-game è ancora basato su ACE 53, la variante più lunga. Il vero ACE 52 ha un caricatore da 25 colpi e una canna più corta, mentre la versione in-game ha un caricatore da 30 colpi e una canna più lunga.
* L' **A52** è un fucile da battaglia israeliano basato sull'IWI ACE 52. Spara con la cartuccia NATO 7,62x51mm.
* Una variante caratteristica dell'A52 denominata ACE è ancora presente nei file di gioco di *Far Cry 4* e può essere sbloccata tramite modding. A giudicare dalle statistiche, l'ACE è ampiamente inferiore sia alla variante caratteristica dell'A52 che alla P416 . Potrebbe essere stato tagliato semplicemente a causa della difficoltà di bilanciarlo e mantenerlo una versione migliorata dell'A52, pur avendo allo stesso tempo vantaggi e svantaggi contro il Bushman.
Embedded Narrative

Embedded Narrative is one of the categorized forms seen in modern games, as found in Chris Crawford on Interactive storytelling (2004) by Chris Crawford. It is a narrative divided into fragments and builds up into a coherent story when discovered by the players.

For example; A detective themed game called 'Criminal Case,' which was first developed to be played on Facebook. The players role-play as a police detective and can create their avatar as a police detective. The role is to find hidden objects in various crime scenes to catch the suspect. As the player finds the items in the gameplay, the Narrative unfolds new fragments of the story and continues to build up new cases.

**Quick Summary**

* Player look for clues to navigate through the story
* Narration is split into fragments
* The goal isn’t to solve the mystery but reconstruct the past
* Often are detective or mystery story

Criminal Case MOD APK/IOS [Unlimited Gold and Energy] - RedMoonPie. (2020, July 30). Retrieved from https://redmoonpie.com/mods/criminal-case-mod-apk-ios/
Frame Narrative

Frame narrative provide a background for a story, it does not works during the game and players cannot interact with the frame. Frame narrative helps player to understand the game. Most of games are designed to happen based on a story, a frame narrative can help players to immerse the game, understand the game and bring a better game experience to the players.

In some games, there are many elements that we do not touch in our daily life, like some myth in different countries, not every player can understand the story without a frame narrative, so the frame narrative help players understand the game better.

For example, the frame narrative in the game "Among us" is there are crewmates and imposters in a space ship that is going to take off and they have to find the imposters to take off the ship, if the players do not know why they have crewmates and imposters and why they have to finish the tasks, so the game will not that attractive for players.

**Quick Summary**

* Non-interactive narrative
* The game has a non-interactive background story to provide context
* Having context allows for an immerse game experience
* It may or may not be necessary to understand the storyline

Reference

http://www.sf-encyclopedia.com/entry/interactive\_narrative

https://en.wikipedia.org/wiki/Frame\_story
Explorable Narrative

This type of narrative involves a story with a beginning and an ending that is the same throughout every playthrough. Essentially the actions and decisions that the player chooses, does not affect the start or finish of the story. However unlike other types of narrative games, you can take alternate routes to reach the end goal. This is similar to "Modular Narrative" games, but there's more freedom involved within the path that the player takes. Explorable narrative is typical for most open world games.

**Example**

An example of an explorable narrative game, is "Legend of Zelda Breath of the Wild". The main objective of the game is to play as Link (protagonist), regain his memories, and defeat Ganondorf (antagonist). Although the ending of the game will remain the same throughout different playthroughs, the player can explore different areas and complete tasks (regain memories) in whatever order they please.

**Quick Summary**

* Has a fixed beginning and end
* There are multiples routes to progress in the story
* A specific action or/and decisions does not affect the storyline
* Open world experience
* Players feel more freedom
Gamergate

Gamergate was an online movement comprised of gamers, with the intent of combating inclusion and diversity in video games.

This started in 2013 when Anita Sarkeesian made a video series exposing gender tropes in video games. After gaining popularity, Anita started to get harassed by thousands of people online, this was the start of "Gamergate". This social group consists of anti-feminists and misogynists. The members of this social movement were extremely toxic and sent constant death threats to Anita and her family.

The movement has adapted throughout the years, many of the supporters of this movement are now apart of hateful right-wing groups. "Gamergate" is still alive to this day.
Representation

Representation is how players react and represent with the rules. Different games use different procedural rhetoric to create different representation of the game, so that players can gain a better game experience because they have a god representation of the game. For example, because of the game mechanic of “Animal Crossing”, especially the same time as the real world, it creates a representation of daily life, and that is how this game attract the players.
Experiential system

Experiential systems are how a game is framed, it can be either an open or closed system. “A closed system has no interchange with its environment. An open system receives matter and energy from its environment and passes matter and energy to its environment.”

For example, “osu!” could be considered as open or closed. When a player starts to play “osu!” it’s all about hitting the circles accurately and staying on the beat with the music. When the game is framed this way “osu!” would be a closed system.

On the other hand, we must consider our surroundings. While playing the game a player can get physically tired, have worldly distractions, and other environmental hiccups. These elements contribute to how successful a player is in the game. When the game is framed this way “osu!” would be an open system.

Work Cited

Module 5 Reading: Chapter 5: Systems
Parking

**Parking** is one of the 16 extra tracks that were added in POD Gold.

## Information

"*Very beautiful and rather technical circuit. It is necessary to go through the sewers to get out of it but be careful: not all the pipes lead to Rome.*" **- UbiSoft French POD Site.**

## Trivia

* Parking was released June 1st 1997, together with Crow.

## References

1. ↑ http://web.archive.org/web/20020529181713/http://spiritfreedom.net/pod/oldnews199706.html

  **Database**

  **Tracks**
Achiever

An achiever is one of the 4 player types defined by Bartle's player taxonomy.

### What is an Achiever?

Achievers are the players that focus on achieving preset goals quickly, these players also get a deep level of satisfaction when completing the game. These players are engaged with the game by the achievements they can collect when playing the game.

An achiever may set their main goal in the game to gather as many points as they can while rising up the levels very quickly. As it can be seen on the chart of player types, achievers generally enjoy the world aspect of the game (as they cannot achieve and pass goals without traveling - in most games) as well as the Acting aspect of the game (acting referring to the player immersing themselves into the game).

If there is a form of hierarchy within the game, the achievers will try their hardest to reach the top of the list in the shortest amount of time.
Space

Space plays a major role as this would clearly illustrate about the visuals which the players would have a clear abstract scenario. Games which includes dimensions and may not be connected with one another. There are games where there are rules which are set and need to be followed, such games could be 2-D or 3-D and have different boundaries which are presented.

Examples of Games which involves space would be: Ludo, Snakes and Ladders.

### **Ludo and Snakes & Ladders**

This is a board game and an online game which involves multiple players max 4 player.

In Ludo there are different colour tokens which are utilized in this game. The game includes different dimensions, visuals and abstract which are beneficial for the players. This game plays with a rolling dice and the player should reach their home and would be the winner. The boundaries are the safe zone and the home zone.

In Snakes & Ladders players would have different dimensions and visuals as there is a lot of ways in which attracts players in playing this game. The visuals of this game portrays a great outreach for players.

Overall these two games have the same outreach for players but has a different visuals brought up. They both are attractive and have different rules and boundaries for players to follow.

Source:

“Ludo (Board Game).” *Wikipedia*, Wikimedia Foundation, 19 Sept. 2020, en.wikipedia.org/wiki/Ludo\_(board\_game).
Linear Narrative

Linear Narrative is the simplest narrative form. The stories are straightforward with a definite beginning and end. The stories are structured in a way that one node is connected to another. There is no interconnection happening with other nodes. This means players must follow all instructions to progress in the storyline. There is no ability to change the narrative. Players have some capability to explore but once again it does not correlate with the narrative. Players often feel confined by this game’s structure since they must play according to the storyline.

**Quick Summary**

* Simple narrative form
* Straightforward
* Players must complete all instructions to progress
* No ability to change the narrative
* Players can explore but no connect with the storyline
* Players feel confined to this structure
Multilinear Narrative

A multilinear narrative is the narrative structure within a game created by the game designers. The storyline essentially has multiple paths that the players can take but the overall impact that they have in a story is limited. The paths given are already pre-decided, but it solely depends on what choices the players make. Unlike linear games however, the game does have choices although limited, which affect the endings you may receive in the game. A multilinear narrative contains the similar restrictions as to linear narrative, although the players are given the ability to choose which path they would like to proceed on.

A prime example of games with a multilinear narrative are the dating sims genre. You are given a set amount of potential partners, in which you chose to be with one of them. If the game designer deems it to fit, then you may potentially have bad or good endings for each potential partner.

**Quick Summary**

* A limited number of pathways
* Players have pre predetermined options which they select
* Different pathways have different outcomes

## Examples:

Mystic Messenger is a dating sims with a multilinear Narrative. You play as a female protagonist who goes through a series of meeting different potential partners. You proceed the game with the attempt of choosing which partner you would like to have a good ending with. Each partner does have a bad ending, and you build up their affections by picking the right choices. The game has a good and bad ending for each partner.
Characters

While not the main focus, a lot of characters are important to the story of POD. This is list of characters that appear on the Archives, POD: Alternatives and IO Gazette. For the driver names that appear in-game depending on the game's difficulty, see Opponents.

## Archives Characters

Captain E.G. Polmarski - Police Captain and friend of Derek Stealth, evacuated the planet with the rest of the population.

Commander Grimson - Commander of the New Columbus Fire Station.

Derek Stealth - The Police Captain who's wife died in an accident involving POD, decided to stay behind and aprehend any looters, drives the Bakar.

Diane Stealth - Wife of Derek Stealth who died in an accident involving POD.

Manzano - One of the drivers that stayed behind in Io, drives the AV1.

Officer Marquez - A police officer that was caugh looting by Derek Stealth.

Randy Brown - The correspondent of MBN.

Samuel J. Curtain - Spokesman for the IMC.

## POD: Alternatives Characters

Craig Blades - One of the drivers that stayed behind in Io, drives the Fuego.

Maria Blades - Wife of Craig Blades.

Marvin Hunt - One of the drivers that stayed behind in Io, drives the Frazer.

Nate Packer - One of the drivers that stayed behind in Io, drives the Jaero.

**???** - Unnamed driver that stayed behind in Io and a Code breaker, drives the Truck.

## IO Gazette Characters

Doctor Ian - Protagonist of The Secret story.

O'Hara - The Health Inspector of Io.

Spider - Driver of the car Mirage.

## Other Characters

Paul Zuran - The first engineer of Shivan.

  **Database**
Time

Time is a factor that is uncontrollable in reality, but within a game, the game designer is the one who reigns control over time. The game designers can choose to speed up, slow down, reverse, skip or pause time within a fictional world or game that they’ve created. Depending on the time, the game can either be a fast time limit game or a relaxed slow paced game. In games, time can be classified into two categories such as discrete and continuous.

### **Discrete**

Games that are discrete have little to no concerns with time, as it is irrelevant. Discrete time based games are usually associated with turn based genres or puzzles with no time limits, although discrete is not limited to those genres. An example of a popular discrete games is:

**1. Final Fantasy**

The Final Fantasy series is a strategic turn-based game with a storyline based in a fictional world. The Final fantasy series has many different storylines that were introduced throughout the years. Mainly the older series still do the turn-based actions as the new series deviated from being fixed on turn-based actions.

### **Continuous**

Games that are continuous are very relevant to time, and usually keeps the time going. Games that are continuous are usually associated genres like search and destroy, hearthstone, and any tournaments. It is usually noted that most competitive games do not have a pause timer. An example of a game with continuous time is:

**1. Valorant**

Valorant is an FPS 5v5 search and destroy game, where one side is attacking and the other is defending. The attacking side must successfully plant the bomb and wait till it detonates, as the defending team needs to prevent the attacking side from doing so. A time limit is set, and the team to get first to take 13 rounds wins.

## References

- Schell, Jesse. *The Art of Game Design: a Book of Lenses*. CRC Press, Taylor & Francis Group, 2020.
Iterative Design

An Iterative Design is an important procedure to creating a game, although it is not limited to just games. Most procedures of creation have an iterative process, meaning a repetition of the same concept but tweaked and various variables.

Iterative design goes through the general steps of playtesting, evaluate, and revising. throughout the creation of a game. Generally the concept, goal and idea are thought and presented first. Then leading to the iterative process, where information about the game is gathered, refined and tested again (Rinse and repeat) until the final product is produced. The reason Iterative designing is important throughout the whole process of the game's creation is so that feedback and criticism are taken before, and after the final stage as it is way easier to fix a problem before the game is finalized and changes are irreversible.

## Reference

1. Hoffman, Steven, et al. *Game Design Workshop: Designing, Prototyping, and Playtesting Games*. CRC Press, 2004.
Prospectrice rougissante

Traduction incomplèteCet article ou cette section est en cours de traduction. Merci de votre patience.

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## Esprit régulier

### Esprits liés

The **Blushing Prospector** is a Regular Spirit in Hidden Forest who offers the  Timide expression. The Prospector is found by the Forest's Brook, in a pavilion on your left when you first reach the brook. The cosmetics offered by this spirit are  Cheveux and the  Tambour (instrument).

## Memory

The Blushing Prospector is under a pavilion to the left, under the treehouse. They can be found by following the wall to the left on entering the area from Forest Clearing. There is no time limit when reliving their standard follow memory.

The five memory fragments follow them and another spirit as they walk through a tunnel and to another structure in the area with an umbrella. Players will have to restart their relive of this Spirit if the first, fourth, or fifth memory fragments are left under the rain for too long.

## Expression

The **Shy** (or Blush) expression has 4 levels. Players using the level 1 or 2 expression will look down and to the side and twist shyly. Players using the level 3 or 4 expression will look down, move their leg, and gently kick the ground. Levels 2 and 4 add a pink blush to players' cheeks.

## Cosmetics

### Hair

Blushing Prospector's hair has two braided pigtails, which fall behind the shoulders. It is available for 3  after buying the spell that costs 1 .

### Instrument

The instrument offered by the Blushing Prospector is the **Drum**, for 5 . It is a yellow double-headed drum that plays 8 sounds.
The player is sitting when playing, with the drum between their legs for better stability.

The Drum plays the percussion part on music sheets. As with all percussion instruments, it offers only 8 sounds, but in the case of the drum these are 8 unpitched sounds that do not correspond to different musical notes. Five sounds are for the actual drum sounds; three are for secondary sounds made by hitting, rubbing or slapping the side of the drum (or its metal part - triangle sound).

In Harmony Hall, the Drum can be found in the left-hand room, in a corner with the other percussion instruments.

## Friendship Tree

Ceci démontre tous les Cosmétiques qui peuvent être acheté de cet esprit régulier. Tous les objets sont disponibles en permanence pour tous les joueurs qui ont revécu les souvenirs de l'esprit.
Forbidden Play

Players tend to only enter the magic circle to play games when they feel safe and trust the familiar social framework of the game.

However some games create rules that allow things that are considered "taboo" to be accepted while in the magic circle, these are categorized as games with forbidden play.

Only inside the magic circle do these "taboo" behaviors become accepted depending on the framework of the game. Many forms of forbidden play include some form of "kiss" as the forbidden action allowed during the game.

Forbidden play can be described as "free within the limits set by the rules." Forbidden play embodies behaviors not normally permitted between players.
Challenge

The word challenge, in my mind, automatically triggers the idea of a game. Challenge type games according to Marc LeBlanc's definition are ones that require either overcoming obstacles, improving or solving problems. It is a game that tends to make the player feel satisfied when they can overcome and solve the obstacles given to them.

## Challenge Games

Examples of a challenge type game would be Sudoku, Crossword Puzzles and even Scrabble. These games are considered challenges as they all require the player to use strategy.

### Crossword Puzzles

Although some can argue that crossword puzzles aren't a 'game' they do grant a sense of challenge to the player through the aspect of having to solve the hints to find the word to fill that column or row. Crossword Puzzles also give a sense of improvement to the player as the more you challenge yourself with them, the more you will improve.

### Sudoku

Sudoku is considered a challenging game as the player must fill each of the boxes, rows and columns with the numbers 1-9, no more than once. The sense of challenge in this game comes with the amount of pre-filled boxes in a game of Sudoku, the fewer boxes filled, the harder the game will be.

### Scrabble

Scrabble is a word game, played with 2-4 players. Scrabble can be considered a challenge type game as it limits the letters a player can pick. The players each pick 7 letters from the letter pouch and use those to create words on the board. The first player must cover the center square with their word and every player after that must branch words off of that initial word. This game gets harder as more words are placed and there are fewer options for space on the board. The challenge of this game is to place words that will give numerous points through using the more 'rare' letters and by placing them on the bonus locations on the board, as one plays more and more games of scrabble they will tend to improve as they may be exposed to new words and scrabble strategies.

##### Sources:

Salen, Katie, and Eric Zimmerman. “Chapter 7: Defining Games.” *Rules of Play*, The MIT Press Cambridge, 2004, pp. 1–14.

LeBlanc, Marc, et al. “ Chapter 24: Games as the Play of Pleasure.” *Rules of Play*, The MIT Press Cambridge, 2004, pp. 6–7.

Images:

“Crossword Puzzle, November 1957 Popular Electronics.” *Crossword Puzzle, November 1957 Popular Electronics - RF Cafe*, 27 June 2012, https://www.rfcafe.com/references/popular-electronics/crossword-puzzle-nov-1957-popular-electronics.htm.

Bennett, Liam. “Sudoku .” *Medium*, 11 Feb. 2017, medium.com/@littleowllabs/solving-sudoku-with-elixir-d36f40232499.

“Scrabble Vintage Gameboard Poster.” *Zazzle*, 2013, www.zazzle.com/scrabble\_vintage\_gameboard\_poster-228926825724263336.
Annoying Games

Annoying, is the act of something that irritates you and may often lead to frustration or anger. Annoying games provides a love/hate relationship with the players, and are often very rage inducing. Although it is particularly strange as the game may be very annoying, they are just as addicting. This addiction may stem from the many challenges that the game throws at you, the constant state of irritations, a series of losing, or oddly difficult yet simple game. Though, it is usually due to the annoyance of the game that some players often find themselves coming back for more. Another reason why players may find annoying games addictive, is the singular moment of achievement after constant difficulties.

## Flappy Birds

In Flappy Birds, players are given 2 instructions which is to jump by tapping and to go through a series of endless pipes to gain 1 point. There is no other goal aside from your own previous high score or simply lasting as long as you can. The mechanics and idea is so simple yet for some odd reason, it is really infuriating as you constantly die.

## Dark Souls

In the Dark Souls series, players are challenged with bosses that are overwhelmingly strong and may have multiple phases. In addition to the outrageously strong bosses, the enemies that the characters deal with are just as annoying as the bosses, if not less. As you progress the game, you do get better but so does the difficult of the enemies. To make it even worse, the players could lose their progress as they only have one shot at recovering their previous "souls" which act as currency to upgrade your character. If the player does again before collect their soul, then they lose all of it and keep nothing.
Фоэта

**Фоэта** - маленький регион Элиоса, входящий в макрогерион Центральный Элиос.

## География

Регион Фоэта расположен на волнистой, местами всхолмленной равнине к северу от <трансэлийского хребта>. Фоэта граничит с Элианом на востоке, Штормовыми Скалами на западе и Арникой на юге. В отличие от Элиана, Фоэта расположена не в бухте, а наоборот, на полуострове. Регион занят влажным широколиственным лесом с особым видовым составом; здесь много небольших рек и мелких запрудных озер. Невысокие возвышенности обычно асимметричны, много коротких и невысоких отвесных склонов с каменистыми обнажениями. На северной оконечности имеется группа блокообразных скал; береговая линия сильно изрезана, несмотря общий равнинный рельеф.

Регион очень аутентичен в силу относительной изолированности: неофициальное название Фоэты - Лес чудес. Дело в том, что в Фоэте наблюдается высокая концентрация магического эфира, и изредка маленькие эфирные корки кристаллизуются сами по себе, а растения ночью едва заметно светятся. Впрочем, это чрезвычайно редкие явления.

## Культура и экономика

Фоэта славится образом “деревенского” Элиоса и традиционными ремеслами, в то время как сельское хозяйство развито слабо. Ближе к горам осуществляется добыча металлических руд, однако как ни странно, месторождений особо ценных с точки зрения магических свойтв металлов в Фоэте нет.

Столица: город Акария, расположен на озере Клио в низовьях одной из рек Фоэты; Приобрел статус столицы региона из-за удобного транспортного положения.
AR-C "Argento e fibra di carbonio"

Parte del contenuto dell'edizione deluxe , **Argento e fibra di carbonio** è un AR-C decorato con cromature brillanti e rosso intenso. Il Silver & Carbon Fiber può essere dotato di uno dei diversi mirini ottici, un soppressore e un caricatore esteso, ma poiché è un'arma Prestige , non può essere dotato di una pelle.