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comment |
English |
[R]. Determine the pacing information from the CSI. This information will most likely come from firsthand experience of gameplay. If firsthand experience is not possible, consult secondary sources. When applicable, determine the pacing information for each of the following three attributes: battle system, in-game clock and time manipulation. |
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29 November 2016 22:29 |
wainer |
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description |
English |
The methods by which time passes in the video game and/or manner in which events take place. |
Published |
29 November 2016 22:23 |
wainer |
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domain |
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http://metadataregistry.org/uri/schema/VGMS/100003 |
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29 November 2016 22:23 |
wainer |
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label |
English |
pacing |
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29 November 2016 22:23 |
wainer |
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lexicalAlias |
English |
http://metadataregistry.org/uri/schema/VGMS/pacing.en |
Published |
29 November 2016 22:29 |
wainer |
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name |
English |
pacing |
Published |
29 November 2016 22:23 |
wainer |
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note |
English |
Example: Final Fantasy: Lightning Returns: Battle system - real-time, In-game clock - continuous, Time manipulation - Y. |
Published |
29 November 2016 22:23 |
wainer |
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status |
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Published |
Published |
29 November 2016 22:29 |
wainer |
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type |
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property |
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29 November 2016 22:23 |
wainer |
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uri |
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http://metadataregistry.org/uri/schema/VGMS/100206 |
Published |
29 November 2016 22:23 |
wainer |
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