Mortal Kombat brought "Finish him!", "Flawless Victory" and "Fatality!" into the popular lexicon. You often see them deployed in response to people winning arguments online.
@suspended may want to look into this, as a social phenomenon."loot boxes"
@suspended may want to look into this, as a social phenomenon.
The formula of dungeons, and "dungeon-crawling", is a major factor in sci-fi and fantasy video games, which seem to be two distinctly different intensities while sharing some common dynamics.
Stemming from D&D ostensibly, but I have little experience there. Yet.
The generic format of there being a level to clear, with various fights at that level, in a sort of structured inciting/resolving ebb and flow unto the boss, the climax, and the ulfimate reward. (edit: not unlike the paradigms which we screenwriters are taught)
With loot boxes strewn about, some in predictable and contextually obvious places, and others tucked in crannies reserved for those who take the time to look.
Most forms of Kriegsspiel involve at least two teams of players and one umpire gathered around a map. The map represents a battlefield. Each team is given command of an imaginary army, which is represented on the map using little painted blocks. Each block represents some kind of troop formation, such as an artillery battery or a cavalry squadron. The players command their troops by writing their orders on paper and giving them to the umpire. The umpire will then read these orders and move the blocks across the map according to how he judges the imaginary troops would interpret and execute their orders. The outcomes of combat are determined by mathematical calculations.
Sometimes it feels like all these top games draw from the same source code.
pedit5, alternately called The Dungeon is a 1975 dungeon crawl video game developed for the PLATO system by Rusty Rutherford. It is considered to be the first example of a dungeon crawl game, believed only to be preceded by a game named m199h listed among some PLATO lesson lists but which no copies exist to affirm.
In the game, the player guides a character who wanders a single-level dungeon accumulating treasure and killing monsters. When a player encounters a monster, he can use one of several spells. Characters can be saved from one play session to the next. The dungeon was rendered using on-screen character graphics. Though the dungeon presents a fixed layout, the monster encounters and treasure were randomly generated, making it an early predecessor of the roguelike genre.