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Procedural Generation

Utilizing content created by algorithms rather than human made content. Often utilizes a "seed," a relatively small string that is used to control the randomization algorithm that generates the entire world.

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procedural-generation

Turn-Based Combat

Utilized combat systems where characters or teams take turns making their next move. Turns often have no time limit, allowing for a greater opportunity to think about strategy. The opposite of real-time combat.

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