Simulation elements
Game genre concept
See also: simulation game genre
Parent group
This is a container group; its children are:
Ballistics | Models projectile physics by allowing them to bounce off and penetrate certain materials as well as drop due to gravity, possibly including effects of wind and others. | 1983 / 2018 | 231 games |
Damage modeling | Models the effects of damage on characters, vehicles and other things. (too short) | 1988 / 2020 | 35 games |
Delayed turning | Although view may turn instantly when commanded to, certain important factors follow the view change at noticeably slower pace (usually wielded gun or similar). | 2010 / 2016 | 5 games |
Docking | Player can or must manually dock. (too short) | 1981 / 2015 | 3 games |
Drifting | Ability to maintain momentum while turning, with the turning not affecting direction of the drift (much). Such as a car with which the driver intentionally loses traction for. | 1998 / 2020 | 37 games |
G-force induced Loss Of Consciousness | Simulates G-LOC in some manner. (too short) | 2012 / 2015 | 7 games |
No HP system | (too short) | 2012 / 2014 | 2 games |
NPC schedules | NPCs follow certain schedules, regardless if they're static or dynamic, such as going to sleep at night, eating dinner, working for most of the day, spending free time during evening, etc. | 1982 / 2018 | 66 games |
Per-character relations | Relations are tracked per-character in addition to or instead of overall or per-faction. (too short) | 1975 / 2017 | 50 games |
Realistic ranges | It is extremely common for strategy games to have greatly reduced ranges for everything from sight to weapons, this tag shows which deviate from this. | 2006 / 2013 | 8 games |
Traction | Simulates variances in traction and loss of it. (too short) | 2010 / 2016 | 5 games |