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A more dangerous addition to the gameplay is the potential for permanent death also known as permadeath.
This mode is analogous to permadeath in other games.
Permadeath should mean consequences, but making the player repeat early challenges feels like salt in the wound.
Other survival games use permadeath, that once the character has died, the player will need to restart the game with a newly generated world.
Being caught in one's own traps has the same consequence as any other trap in the game: permadeath.
The top-down strategy game ' uses permadeath as a prominent feature.
Roguelikes are the most common exception to this rule; permadeath is often a staple of the genre.
Adams said that it was originally from the manual and there as a consolation for players to get a grip on the issue of permadeath.
Amulets were then removed in build 4.00 in an effort to restore the game back to its classic permadeath feeling.
Salem - An isometric, 3D fantasy game with a focus on crafting and permadeath.
Proponents of permanent death claim the risk of permadeath gives additional significance to their in-game actions.
The game features permadeath.
In this "permadeath" mode, players are not allowed to save the game; instead the game is automatically saved when the player quits.
The result was a platform game incorporating the notion of permadeath in which the player takes an explorer character through randomly-generated underground caves.
Rather, a confluence of factors - prominent among them permadeath, player interdependence, and the desire for wealth - create an unsimulated political system.
When the player dies, this results in permadeath and the original save file is automatically deleted forcing the player to start a new game.
So "one argument would be, that would suggest that the Tolkien world should be all permadeath."
However, in an online game, permadeath generally means starting over from the beginning, isolating the player of the now-dead character from former comrades.
The game also features permadeath - if a character is incapacitated from excessive damage and is not healed within several turns, they are lost for good.
Roguelikes traditionally implement permadeath.
The Survival Test and Indev versions of Minecraft featured permadeath.
The game also features a permadeath system so if a player dies at any time in the game, they will have to start all over from the beginning.
Star Wars Galaxies had permadeath for Jedi characters for a short period, but later eliminated it.
Paranautical Activity is a first-person shooter that uses procedural dungeon generation and permadeath, features common of roguelikes.
The permanence of a gameplay mistake was a critical element they wanted to include, and gameplay features such as permadeath emphasized this approach.