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== Game design == === Levels === Players advance through an action game by completing a series of [[level design|levels]]. Levels are often grouped by theme, with similar graphics and enemies called a world. Each level involves a variety of challenges, whether dancing in a dance game or shooting things in a shooter, which the player must overcome to win the game. Older games force players to restart a level after dying, although action games evolved to offer saved games and checkpoints to allow the player to restart partway through a level. The obstacles and enemies in a level do not usually vary between play sessions, allowing players to learn by trial and error. However, levels sometimes add an element of randomness, such as an enemy that randomly appears or that takes an unpredictable path.<ref name="fundamentals"/> Levels in an action game may be linear or [[nonlinear gameplay|nonlinear]], and sometimes include shortcuts. For levels that require exploration, the player may need to search for a level exit that is hidden or guarded by enemies. Such levels can also contain secrets—hidden or hard-to-reach objects or places that contain something valuable. The prize can be a bonus (see below) or a non-standard exit that allows a player to access a hidden level, or jump ahead several levels. Action games sometimes offer a teleporter that will cause the player's avatar to re-appear elsewhere in the same level. Levels often make use of locked doors that can only be opened with a specific key found elsewhere in the level.<ref name="fundamentals"/> Action games sometimes make use of time restrictions to increase the challenge. However, game levels typically do not react to time passing, and day/night cycles are rare.<ref name="fundamentals"/> When the timer expires, the player typically loses a life, although some games generate a difficult enemy or challenge. If the level is completed with time remaining, this usually adds to the player's score.<ref name="fundamentals"/> === Character abilities === In most action games, the player controls a single [[avatar (computing)|avatar]] as the [[protagonist]].<ref name="fundamentals"/> The avatar has the ability to navigate and maneuver, and often collects or manipulates objects. They have a range of defenses and attacks, such as shooting or punching. Many action games make use of a powerful attack that destroys all enemies within a limited range, but this attack is rare.<ref name="fundamentals"/> Players may find a [[power-up]] within the game world that grants temporary or permanent improvements to their abilities. For example, the avatar may gain an increase in speed, more powerful attacks, or a temporary shield from attacks. Some action games even allow players to spend upgrade points on the power ups of their choice.<ref name="fundamentals"/> === Obstacles and enemies === In action games that involve navigating a space, players will encounter obstacles, traps, and enemies. Enemies typically follow fixed patterns and attack the player, although newer action games may make use of more complex [[artificial intelligence]] to pursue the player. Enemies sometimes appear in groups or waves, with enemies increasing in strength and number until the end of the level. Enemies may also appear out of thin air. This can involve an invisible spawn point, or a visible generator which can be destroyed by the player. These points may generate enemies indefinitely, or only up to a certain number.<ref name="fundamentals"/> At the end of a level or group of themed levels, players often encounter a [[boss (video games)|boss]]. This boss enemy will often resemble a larger or more difficult version of a regular enemy. A boss may require a special weapon or attack method, such as striking when the boss opens their mouth, or attacking particular part of the boss.<ref name="fundamentals"/> === Health and lives === In many action games, the avatar has a certain number of hit-markers or health, which are depleted by enemy attacks and other hazards. Sometimes health can be replenished by collecting an in-game object. When the player runs out of health, the player dies. The player's avatar is often given a small number of chances to retry after death, typically referred to as [[Life (video games)#Extra lives|lives]]. Upon beginning a new life, the player resumes the game either from the same location they died, a checkpoint, or the start of the level. Upon starting a new life, the avatar is typically invincible for a few seconds to allow the player to re-orient themselves. Players may earn extra lives by reaching a certain score or by finding an in-game object. Arcade games still limit the number of player lives, while home video games have shifted increasingly to unlimited lives.<ref name="fundamentals"/> === Graphics and interface === Action games take place in either 2D or 3D from a variety of perspectives. 2D action games typically use a side view or top-down view. The screen frequently scrolls as the player explores the level, although many games scroll through the level automatically to push the player forward. In 3D action games, the perspective is usually tied to the avatar from a first-person perspective or third-person perspective. However, some 3D games offer a context-sensitive perspective that is controlled by an [[artificial intelligence]] camera. Most of what the player needs to know is contained within a single screen, although action games frequently make use of a [[HUD (video gaming)|heads-up display]] that display important information such as health or ammunition. Action games sometimes make use of maps which can be accessed during lulls in action, or a mini-map that is always visible.<ref name="fundamentals"/> === Scoring and victory === Action games tend to set simple goals, and reaching them is obvious.<ref name="fundamentals"/> A common goal is to defeat the end-of-game boss. This is often presented in the form of a structured story, with a happy ending upon winning the game. In some games, the goal changes as the player reveals more of the story.<ref name="fundamentals"/> Many action games keep track of the player's score. Points are awarded for completing certain challenges, or defeating certain enemies. Skillful play is often rewarded with point multipliers, such as in ''Pac-Man'' where each ghost that the avatar eats will generate twice as many points as the last. Sometimes action games will offer bonus objects that increase the player's score. There is no penalty for failing to collect them, although these bonus objects may unlock hidden levels or special events.<ref name="fundamentals"/> In many action games, achieving a high score is the only goal, and levels increase in difficulty until the player loses. Arcade games are more likely to be unbeatable, as they make their money by forcing the player to lose the game. Games sold at home are more likely to have discrete victory conditions, since a publisher wants the player to purchase another game when they are done.<ref name="fundamentals"/>
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