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to bring in new enemies or challenges to the player in a seemingly surprising manner while they are still playing. They can also present further plot points without interrupting the player and making them watch a cutscene. The intended results of this style of presentation is to increase
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uses scripted sequences throughout the game (aside from one short cutscene). Walking near other characters can trigger scripted sequences such as dialog. These dialog sequences tell the game's story in a different manner and are sometimes there simply for entertainment purposes.
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video games, skipping these scripted sequences that would otherwise slow down their completion time requires skill, and being able to manipulate the game's hit boxes so that the game does not trigger a sequence is necessary for fast completions.
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until the scripted sequence has triggered further progression. Also, the use of scripted sequences may diminish replay value as the surprise effect is negated upon subsequent play-throughs.
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have been criticized for their reliance on these sequences, as many feel they tend to guide a player through a game by the invisible hand of the developers, blocking progression with
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Scripted sequences trigger a number of things. A timer, a checkpoint or the progress of the game could activate a scripted sequence. For players that
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uses scripted sequences between sections of game play to provide objective reminders and tell the game's story without the use of
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is a pre-defined series of events that occur when triggered by player location or actions that play out in the game engine.
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to feature more action-packed game play. As the player navigates the level, they must react to the event to continue.
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that the player has little control of. However, they are commonly used in games such as
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and to maintain a smooth-flowing experience that keeps the player's interest.
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Series of events rendered in real time in a video game's engine
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has many examples of scripted sequences that utilize a
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130:Some scripted sequences are used to play short
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51:introducing citations to additional sources
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41:Relevant discussion may be found on the
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484:Turns, rounds and time-keeping systems
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34:relies largely or entirely on a
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281:Glossary of video game terms
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512:Destructible environment
712:Video game terminology
554:Procedural generation
341:Non-player character
47:improve this article
580:Movement techniques
364:Collision detection
233:, 17 november 2010.
62:"Scripted sequence"
661:Advance And Secure
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676:Last man standing
459:Scripted sequence
120:scripted sequence
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691:King of the hill
666:Capture the flag
549:Persistent world
517:Instance dungeon
444:Random encounter
439:Quick time event
346:Player character
305:Experience point
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195:quick time event
163:Examples in-game
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205:Games such as
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45:. Please help
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103:December 2022
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64: –
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58:Find sources:
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36:single source
32:This article
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645:Speedrunning
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449:Replay value
315:Critical hit
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207:Call of Duty
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178:Gears of War
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143:Call of Duty
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633:Competitive
628:Cooperative
623:Multiplayer
527:Bonus stage
494:Fast travel
116:video games
706:Categories
671:Deathmatch
654:Game modes
544:Open world
454:Saved game
424:Permadeath
414:Paper doll
379:Fog of war
324:Characters
288:Attributes
271:Video game
217:References
201:Criticisms
183:cut scenes
73:newspapers
613:Nonlinear
566:Overworld
384:Game over
356:Mechanics
169:Half-Life
149:immersion
137:Half-Life
132:cutscenes
43:talk page
686:Survival
608:Emergent
592:Strafing
559:Map seed
539:Mini-map
532:Minigame
464:Spawning
429:Power-up
419:Password
369:Cutscene
273:concepts
156:speedrun
126:Function
505:Scenery
231:PCGamer
87:scholar
618:Twitch
571:Skybox
295:Health
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75:
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60:
522:Level
469:Stats
434:Quest
310:Magic
94:JSTOR
80:books
489:Warp
399:Item
331:Boss
300:Life
118:, a
66:news
389:HUD
336:Bot
140:or
114:In
49:by
708::
263:e
256:t
249:v
105:)
101:(
91:·
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39:.
Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.