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This is me talking about the Strategy video game genre and I am fully aware that strategy is usually referring to games like Star Craft or the Civilization video games. This is me redefining the video game genres and I have relocated those typical games under another video game genre. ******************* Missed Content ******************* Dialogue When a game has conversation trees or dialog to choose from, the player chooses the types of things to say than how to say them is the key thing to remember when designing a good Adventure game. This is the concept that most developers don’t see because they are caught up in the “presentation layer” or simply called “aesthetics” of the game than the depth of each game mechanic implemented. This just means that when in a conversation that presents choices, it should be about the end result saying something like, ignore or agree, than “continue talking about the invasion there is no time to chit-chat” allowing the player to focus more on the choice than how it’s being said kind of giving away how the controlled character handles things. ** This will be added in the RPG video since RPG's can also have dialogue trees ** ******************* End of Missed Content ******************* Time Codes: Strategy Attributes: 03:06 Strategy Distinction: 09:16 Adventure Attributes: 09:32 Adventure Balancing Issues: 12:02 Concepts / Terms / Adventure Intro: 13:16 Declarative Decisions vs. Procedural Decisions: 15:09 Action in Adventure Games: 16:22 Prologue: 17:23 QTE (Quick Time Events): 17:56 Aesthetics (user interface) vs Technological Limitations: 19:00 Casual [Adventure] Games: 19:49 Story (choice) vs Plot (result): 21:32 Cinematic / Thriller (sub-genre): 24:43 Drama (sub-genre): 27:42 Exposition / Suspense (sub-genre): 29:37