action
3D Game Comparison - Game vs. game. No hype; just facts.™
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- | '''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):
- Run: Running was perhaps the first action in a game, though it was just "moving". Pacman moved at one speed while Pong used an analog controller, allowing different movement speeds.
- Pick up (and later put down): Picking objects up ("pickups") in the 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 (humanoid, etc), bend over, lean down, crouch down, etc to pick up the object. Most games still do the "run-over" approach, however. 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).[3]
- Jump: Jumping (and jumping puzzles) became more prevalent during the platform game era beginning with Frogs and other games like Pitfall! which also combine jumping with grabbing onto things in order to:
- Climb (ladder, pole, rope, rock/wall, etc): Climbing also became more prevalent with platform games like Donkey Kong.
- Attack: A generic action for attacking like shooting/firing a weapon, hitting, punching, kicking, throwing, etc.
- Crouch: Crouching (or ducking) was also introduced in platform games.
- 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 opening/closing one), etc
- Walk: As games became more sophisticated, walking (vs. running) became necessary, like to avoid falling off edges in Tomb Raider.
- Lie down on stomach (also called prone) is used mostly in first person shooting games but was also introduced in platform games like Contra.
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
- ↑ Digital characters learn to move, BBC News, June 25, 2002
- ↑ How do the characters in video games move so fluidly?, How Stuff Works
- ↑ Mark J. P. Wolf, Bernard Perron; The Video Game Theory Reader, Foreward by Warren Robinett, 2003, Routledge, ISBN 0415965780
- ↑ Book Excerpt: 'Better Game Characters By Design' , Katherine Isbister, Gamasutra, June 2, 2006
- ↑ Lara rises from ‘Tomb’ with some new moves, Monty Phan, Newsday, June 26, 2007
- Mark J. P. Wolf, The Medium of the Video Game, 2002, University of Texas Press, pp. 63,80-1,6;116-133, ISBN 029279150X
Further reading
- David M. Bourg, Glenn Seemann; AI for Game Developers, 2004, O'Reilly Media, ISBN 0596005555
External links
- Video Game Buttons, basic moves and cheat codes for various games