action

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

(Difference between revisions)
Jump to: navigation, search
Revision as of 12:22, 26 July 2007 (edit)
Eep² (t|c)
fix Wikipedia links
← Previous diff
Current revision (12:55, 18 February 2010) (edit) (undo)
Eep² (t|c)
m Video games - fix links
 
(8 intermediate revisions not shown.)
Line 1: Line 1:
-'''Action''' may refer to a type of {{w|game genre}}.+:''For the game genre, see [[:cat:action]]''.
-An '''action''' (or '''move''' or '''control''') in {{w|gaming}} is an {{w|action}}/{{w|move}}/{{w|control}} a {{w|player character}} can do within the game. Most characters are pre-animated<ref>[http://news.bbc.co.uk/2/hi/science/nature/2058040.stm ''Digital characters learn to move''], {{w|BBC News}}, June 25, 2002</ref> through {{w|scripting}} ({{w|artificial intelligence}}), {{w|inverse kinematics}}, or {{w|motion capture}}.<ref>[http://entertainment.howstuffworks.com/question538.htm ''How do the characters in video games move so fluidly?''], {{w|How Stuff Works}}</ref>+An '''action''' (or '''move''' or '''control''') in [[w:gaming|gaming]] is an [[w:action|action]]/[[w:move|move]]/[[w:control|control]] a [[character]] can do within the game. Most characters are pre-animated<ref>[http://news.bbc.co.uk/2/hi/science/nature/2058040.stm ''Digital characters learn to move''], [[w:BBC News|BBC News]], June 25, 2002</ref> through [[w:scripting|scripting]] ([[artificial intelligence]]), [[inverse kinematics]], or [[w:motion capture|motion capture]].<ref>[http://entertainment.howstuffworks.com/question538.htm ''How do the characters in video games move so fluidly?''], [[w:How Stuff Works|How Stuff Works]]</ref>
===Video games=== ===Video games===
-In {{w|arcade game|arcade}}, {{w|computer game|computer}}, and {{w|video games}}, such actions include (in order of {{w|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]]):
-* {{w|Running|Run}}: Running was perhaps the first action in a game, though it was just "moving". Games like ''{{w|Pong}}'' and ''{{w|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.
-* {{w|Pick-up (gaming)|Pick up}} (and later {{w|put down}}): Picking objects up (or just "pick-ups") in the {{w|game world}} usually meant just "running" (moving) the character over the item; later games actually animate the character to, depending on the kind of character ({{w|humanoid}}, etc), {{w|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}}'' (1978) was the first game to feature objects that could be picked up, used, and dropped (and that could be carried by an {{w|NPC}}).<ref>Mark J. P. Wolf, {{w|Bernard Perron}}, ''The Video Game Theory Reader'', Foreward by {{w|Warren Robinett}}, 2003, {{w|Routledge}}, ISBN 0415915880</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>
-* {{w|Jumping|Jump}}: Jumping (and {{w|jumping puzzle}}s) became more prevalent during the {{w|platform game}} era with games like ''{{w|Pitfall!}}'' which also combine jumping with {{w|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 beginning with ''[[w:Frogs (video game)|Frogs]]'' and other games like ''[[w:Pitfall!|Pitfall!]]'' which also combine jumping with [[grab]]bing onto things in order to:
-* {{w|Climbing|Climb}} (ladder, pole, rope, {{w|rock climbing|rock}}/wall, etc): Climbing also became more prevalent with platform games like ''{{w|Donkey Kong}}''.+* [[climb|Climb]] (ladder, pole, rope, [[w:rock climbing|rock]]/wall, etc): Climbing also became more prevalent with platform games like ''[[w:Donkey Kong|Donkey Kong]]''.
-* {{w|Attack}}: A {{w|generic}} action for attacking like {{w|shooting}}/{{w|fire (disambiguation)|firing}} a weapon, {{w|hit}}ting, {{w|punch}}ing, {{w|kick}}ing, {{w|throw}}ing, etc.+* [[attack|Attack]]: A [[w:generic|generic]] action for attacking like [[shoot]]ing/[[w:fire (disambiguation)|firing]] a weapon, [[hit]]ting, [[punch]]ing, [[kick]]ing, [[throw]]ing, etc.
-* {{w|Crouch}}: Crouching (or {{w|duck (disambiguation)|ducking}}) was also introduced in platform games.+* [[crouch|Crouch]]: Crouching (or [[w:duck (disambiguation)|ducking]]) was also introduced in platform games.
-* {{w|Use}}: Another generic action that performs various things like picking up (or putting down) something (see above), inserting something (like a {{w|key (lock)|key}}) into something else (a {{w|door}}), etc+* [[w:Use|Use]]: Another generic action that performs various things like picking up (or putting down) something (see above), inserting something (like a [[key]]) into something else (a [[door]]--or [[open]]ing/[[closing]] one), etc
-* {{w|Walk}}: As games became more sophisticated, walking (vs. running) became necessary, like to avoid falling off edges in ''[[Tomb Raider]]''.+* [[walk|Walk]]: As games became more sophisticated, walking (vs. running) became necessary, like to avoid [[falling]] off edges in ''[[Tomb Raider]]''.
-* {{w|Lie down}} on stomach (also called {{w|prone}}) is used mostly in {{w|first person shooting games}} but was also introduced in platform games like ''{{w|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}} tend to have more complicated actions involving {{w|Combo (video games)|combination ("combo")}} moves like {{w|flip}}s, {{w|twist}}s, {{w|somersault}}s, etc. Other actions include {{w|desperation attack|desperation}} and {{w|special attack}}s and {{w|signature move|signature}} and {{w|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 wielding]] (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 level of complexity of {{w|human position}}s, {{w|facial expression}}, and other {{w|expression}}s.<ref>[http://www.gamasutra.com/features/20060602/isbister_01.shtml ''Book Excerpt: 'Better Game Characters By Design' ''], {{w|Katherine Isbister}}, {{w|Gamasutra}}, June 2, 2006</ref> An example of player character move evolution is with ''Tomb Raider'' where, in the original {{w|1996 in video games|1996}} game, [[Lara Croft]], had fewer moves than in the {{w|2007 in video games|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}}, ''{{w|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, [[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>
==See also== ==See also==
-* {{w|Actions per minute}}+Wikipedia:
-* {{w|Action point}}+* [[w:Actions per minute|Actions per minute]]
-* {{w|Game controller}}+* [[w:Action point|Action point]]
 +* [[w:Game controller|Game controller]]
==References== ==References==
{{refs}} {{refs}}
-* {{w|Mark J. P. Wolf}}, ''The Medium of the Video Game'', 2002, {{w|University of Texas Press}}, pp. 63,80-1,6;116-133, ISBN 029279150X+* [[w:Mark J. P. Wolf|Mark J. P. Wolf]], ''The Medium of the Video Game'', 2002, [[w:University of Texas Press|University of Texas Press]], pp. 63,80-1,6;116-133, ISBN 029279150X
==Further reading== ==Further reading==
-* {{w|David Bourg|David M. Bourg}}, {{w|Glenn Seemann}}, ''AI for Game Developers'', 2004, {{w|O'Reilly Media}}, ISBN 0596005555+* [[w:David Bourg|David M. Bourg]], [[w:Glenn Seemann|Glenn Seemann]]; ''AI for Game Developers'', 2004, [[w:O'Reilly Media|O'Reilly Media]], ISBN 0596005555
==External links== ==External links==
* [http://www.videogamebuttons.com Video Game Buttons], basic moves and cheat codes for various games * [http://www.videogamebuttons.com Video Game Buttons], basic moves and cheat codes for various games
-[[Category: Actions]]+[[category:actions| ]]

Current revision

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 wielding (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

Personal tools