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A video game genre is an informal classification of a video game based on how it is played rather than visual or narrative elements. This is independent of setting , unlike works of fiction that are expressed through other media, such as films or books . For example, a shooter game is still a shooter game, regardless of where or when it takes place. A specific game's genre is open to subjective interpretation. An individual game may belong to several genres at once.

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46-552: Disney Infinity is an action-adventure sandbox toys-to-life video game series developed by Avalanche Software . The setting of the series was a giant customizable universe of imagination, known as the Toy Box, populated with toy versions of iconic Disney, Pixar , Marvel and Star Wars characters. As Avalanche Software was closed down on May 11, 2016, Disney announced that the franchise would be retired, despite some sources stating that there were some major plans in place to keep

92-619: A fantasy " setting. Tutankham , debuted by Konami in January 1982, was an action-adventure released for arcades . It combined maze, shoot 'em up, puzzle-solving and adventure elements, with a 1983 review by Computer and Video Games magazine calling it "the first game that effectively combined the elements of an adventure game with frenetic shoot 'em up gameplay." It inspired the similar Time Bandit (1983). Action Quest , released in May 1982, blended puzzle elements of adventure games into

138-446: A joystick -controlled, arcade-style action game, which surprised reviewers at the time. While noting some similarities to Adventure , IGN argues that The Legend of Zelda (1986) by Nintendo "helped to establish a new subgenre of action-adventure", becoming a success due to how it combined elements from different genres to create a compelling hybrid, including exploration, adventure-style inventory puzzles , an action component,

184-566: A monetary system , and simplified RPG-style level building without the experience points . The Legend of Zelda series was the most prolific action-adventure game franchise through to the 2000s. Roe R. Adams also cited the arcade-style side-scrolling fantasy games Castlevania (1986), Trojan (1986) and Wizards & Warriors (1987) as early examples of action-adventure games. Games like Brain Breaker (1985), Xanadu (1985), Metroid (1986) and Vampire Killer (1986) combined

230-759: A subgenre of open world action-adventure video games in the third-person perspective . They are characterized by their likeness to the Grand Theft Auto series in either gameplay or overall design. In these types of open world games, players may find and use a variety of vehicles and weapons while roaming freely in an open world setting. Metroidvania is a portmanteau of Metroid and Castlevania ; such games are sometimes referred to as "search action", and are generally based on two-dimensional platformers. They emphasize both exploration and puzzle-solving with traditional platform gameplay. Survival horror games emphasize "inventory management" and making sure

276-545: A choice of what to say. The NPC gives a scripted response to the player, and the game offers the player several new ways to respond. Due to the action-adventure subgenre's broad and inclusive nature, it causes some players to have difficulty finishing a particular game. Companies have devised ways to give the player help, such as offering clues or allowing the player to skip puzzles to compensate for this lack of ability. Brett Weiss cites Atari 's Superman (1979) as an action-adventure game, with Retro Gamer crediting it as

322-474: A combination of complex story elements, which are often displayed for players using audio and video. The story is heavily reliant upon the player character's movement, which triggers story events and thus affects the flow of the game. Popular examples of action-adventure games include The Legend of Zelda , God of War , and Tomb Raider series. There is a good deal of controversy over what actually constitutes an action-adventure game. One definition of

368-448: A complex text parser and no free-moving character. While they share general gameplay dynamics, action-adventures vary widely in the design of their viewpoints, including bird's eye , side-scrolling, first-person, third-person , over-the-shoulder, or even a 3/4 isometric view . Many action-adventure games simulate a conversation through a conversation tree . When the player encounters a non-player character , they are allowed to select

414-564: A game that is played from a first-person perspective and involves the practice of shooting. Whereas " shooter game " is a genre name, "first-person shooter" and " third-person shooter " are common subgenres of the shooter genre. Other examples of such prefixes are real-time , turn based , top-down and side-scrolling . Genre names may evolve over time. The platform game genre started as "climbing games", based on Steve Bloom's 1982 book Video Invaders , as they were inspired by games like Donkey Kong with ladders and jumping. The same term

460-517: A game with a mix of elements from an action game and an adventure game , especially crucial elements like puzzles inspired by older adventure games. Action-adventures require many of the same physical skills as action games, but may also offer a storyline, numerous characters, an inventory system, dialogue, and other features of adventure games. They are typically faster-paced than pure adventure games, because they include both physical and conceptual challenges. Action-adventure games normally include

506-498: A genre identifier, such as with " Christian game " and " serious game " respectively. However, because these terms do not indicate anything about the gameplay of a video game, these are not considered genres. Video game genres vary in specificity, with popular video game reviews using genre names varying from " action " to "baseball". In this practice, basic themes and more fundamental characteristics are used alongside each other. A game may combine aspects of multiple genres in such

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552-491: A number of playsets available in the series, which are accessed via placing the relevant playset piece onto the Infinity Base and are based upon several intellectual property franchises. These playsets include: These playsets have their own unique campaign, which can be played with up to two players. All characters from a specific franchise can only play in their respective playset (for example, Mr. Incredible can't be used in

598-705: A side-scrolling platformer format with adventure exploration, creating the Metroidvania platform-adventure subgenre. Similarly, games like 005 (1981), Castle Wolfenstein and Metal Gear (1987) combined action-adventure exploration with stealth mechanics, laying the foundations for the stealth game subgenre, which would later be popularized in 1998 with the releases of Metal Gear Solid , Tenchu: Stealth Assassins , and Thief: The Dark Project . The cinematic platformer Prince of Persia (1989) featured action-adventure elements, inspiring games such as Another World (1991) and Flashback (1992). Alone in

644-400: A single avatar as the protagonist . This type of game is often quite similar to role-playing video games . They are distinct from graphic adventures , which sometimes have free-moving central characters, but also a wider variety of commands and fewer or no action game elements and are distinct too from text adventures , characterized by many different commands introduced by the user via

690-429: A storyline, involving little to no action . If there is action, it is generally confined to isolated instances. Classical action games, on the other hand, have gameplay based on real-time interactions that challenges the player's reflexes and eye-hand coordination . Action-adventure games combine these genres by engaging both eye-hand coordination and problem-solving skills. An action adventure game can be defined as

736-448: A way that it becomes hard to classify under existing genres. For example, because Grand Theft Auto III combined shooting, driving and roleplaying in an unusual way, it was hard to classify using existing terms. The term Grand Theft Auto clone has been used to describe games mechanically similar to Grand Theft Auto III . Similarly, the term roguelike has been developed for games that share similarities with Rogue . Elements of

782-729: Is an action game that includes situational problem-solving. Adventure gamers may also be purists, rejecting any game that makes use of physical challenges or time pressure. Regardless, the action-adventure label is prominent in articles over the internet and media. The term "action-adventure" is usually substituted for a particular subgenre due to its wide scope. Although action-adventure games are diverse and difficult to classify, there are some distinct subgenres. Many games with gameplay similar to those in The Legend of Zelda series are called Zelda clones or Zelda -like games. Popular subgenres include: A Grand Theft Auto clone belongs to

828-399: Is argued that it is interactivity characteristics that are common to all games. Like film genres, the names of video game genres have come about generally as a common understanding between the audience and the producers. Descriptive names of genres take into account the goals of the game, the protagonist and even the perspective offered to the player. For example, a first-person shooter is

874-458: Is essentially a self-contained world with its own gameplay, based on a specific film or series with recognizable characters and storylines. Characters from one world cannot enter into another world, but players can put any characters together in Toy Box mode. Toy Box is a sandbox mode that players can fully customize and explore. It is possible to use the MagicBand to unlock various items. There are

920-657: The Uncharted franchise, The Legend of Zelda: Breath of the Wild and Ark: Survival Evolved . Video game genre Early attempts at categorizing video games were primarily for organizing catalogs and books. A 1981 catalog for the Atari VCS uses 8 headings: Skill Gallery, Space Station, Classics Corner, Adventure Territory, Race Track, Sports Arena, Combat Zone, and Learning Center. ("Classics", in this case, refers to chess and checkers.) In Tom Hirschfeld's 1981 book How to Master

966-445: The 1983 video game crash and to prevent unauthorized games from being released for the system. To solve this, Nintendo required approval of all games for the NES. To support this, Nintendo classified games into eight major series: Adventure, Action, Sports, Light-Gun, Programmable, Arcade, Robot, and Educational. The series description appeared on early "black box" covers and subsequently in

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1012-688: The NES Player's Guide . By the time of the Game Boy and Super Nintendo Entertainment System , Nintendo had retired the Arcade, Light-Gun, Robot, Programmable, and Educational series, but added RPG & Simulation and Puzzle. Consoles manufacturers that followed the NES followed similar behavior in requiring licenses to develop games for their systems. To assure they would get these licenses, console developers tended to stay with gameplay of previously published games for that console, thus causing groups of games within

1058-511: The Pirates of the Caribbean playset), meaning two figures from the same series are required to play a playset in split-screen multiplayer. However, Marvel and Star Wars playsets (excluding Marvel Battlegrounds ) feature collectable "Crossover/Champion coins", which enable the use of certain characters from different playsets. Playing through a playset unlocks objects and vehicles that can be used in

1104-513: The role-playing genre, which focuses on storytelling and character growth, have been implemented in many different genres of video games. This is because the addition of a story and character enhancement to an action, strategy or puzzle video game does not take away from its core gameplay, but adds an incentive other than survival to the experience. In addition to gameplay elements, some games may be categorized by other schemes; such are typically not used as genres: According to some analysts,

1150-762: The "first to utilize multiple screens as playing area". Mark J.P. Wolf credits Adventure (1980) for the Atari VCS as the earliest-known action-adventure game. The game involves exploring a 2D environment, finding and using items which each have prescribed abilities, and fighting dragons in real-time like in an action game . Muse Software 's Castle Wolfenstein (1981) was another early action-adventure game, merging exploration, combat, stealth, and maze game elements, drawing inspiration from arcade shoot 'em ups and maze games (such as maze-shooter Berzerk ) and war films (such as The Guns of Navarone ). According to Wizardry developer Roe R. Adams, early action-adventure games "were basically arcade games done in

1196-486: The Dark (1992) used 3D graphics , which would later be popularized by Resident Evil (1996) and Tomb Raider (1996). Resident Evil in particular created the survival horror subgenre, inspiring titles such as Silent Hill (1999) and Fatal Frame (2001). Action-adventure games have gone on to become more popular than the pure adventure games and pure platform games that inspired them. Recent examples include

1242-401: The Toy Box mode. There is one toy box expansion game available in the series. It is: This toy Box expansion game has its own unique campaign, which can be played with up to two players. All characters can be playable in this toy Box expansion game. Toy Box mode allows players to create their own game in an open-world arena. Players can mix and match everything that is unlocked within each of

1288-464: The Video Games , he divides the games into broad categories in the table of contents: Space Invaders -type, Asteroids -type, maze, reflex, and miscellaneous. The first two of these correspond to the still-used genres of fixed shooter and multidirectional shooter . Within the personal computer space, two publications established a small number of categories based on the best-selling software in

1334-698: The early 1980s: Softalk , which ran its Top Thirty list from 1980 to 1984 with the genres of strategy, adventure, fantasy and arcade; and Computer Gaming World , which collected user-submitted rankings. Computer Gaming World initially used three categories in 1981—arcade, wargame, and adventure—but by 1989 had expanded its genre list to strategy, simulation, adventure, role-playing adventure, wargame, and action/arcade. Comparisons between computer and console games showed that players on computers tended to prefer more strategic games rather than action. Chris Crawford attempted to classify video games in his 1984 book The Art of Computer Game Design . Crawford focused on

1380-540: The figurines are placed on the Infinity Base , the characters are imported into the game, while world discs unlock Play Sets. Power Discs are discs that can be placed on the Infinity Base along with their characters to add new elements to the game. Players can use up to three environment enhancements (Hexagonal Power Discs) that can only be used in the Toy Box mode and up to two character enhancements (Circular Power Discs) per character. The environment enhancements can alter

1426-504: The game using figurines and discs with the included Infinity Base. With the exception of non-human characters, such as those from the Cars series, each character has a double jump (unless in a vehicle) and a default set of attacks, as well as a unique ability. For example, Sulley and Jack Skellington can roar to scare others, while Violet and Randall can turn invisible. There are two main modes in this game: Play Set and Toy Box. Each playset

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1472-406: The gameplay still follows a number of adventure game genre tropes (gathering items , exploration of and interaction with one's environment, often including an overworld connecting areas of importance, and puzzle-solving). While the controls are arcade-style (character movement, few action commands) there is an ultimate goal beyond a high score. In most action-adventure games, the player controls

1518-448: The marketing and publication of games, both for consoles and personal computers. Targeting high-value, low-risk video game genres was key for some publishers, and small and independent developers were typically forced to compete by abandoning more experimental gameplay and settling into the same genres used by larger publishers. As hardware capabilities have increased, new genres have become possible, with examples being increased memory ,

1564-486: The move from 2D to 3D, new peripherals , online functionalities, and location-based mechanics. Experimental gameplay from indie game development drew more attention in the late 2000s and 2010s aided by independent digital distribution, as large publishers focused on triple-A titles were extremely risk-averse. Through indie games, a revival of experimental gameplay had emerged, and several new genres have emerged since then. Due to "direct and active participation" of

1610-412: The other player has, albeit only during that session. A portable Toy Box became available in late 2013, exclusively for the iPad . A version of the Toy Box is also available for Microsoft Windows . These versions of the Toy Box utilize the web codes included with each Disney Infinity character. The Infinity Base has two round spots to place figurines, and a hexagonal spot to place world discs. When

1656-489: The player has enough ammunition and recovery items to " survive " the horror setting. This is a thematic genre with diverse gameplay, so not all survival horror games share all the features. The Resident Evil franchise popularized this subgenre. Action-adventure games are faster-paced than pure adventure games, and include physical as well as conceptual challenges where the story is enacted rather than narrated. While motion-based, often reflexive, actions are required,

1702-572: The player's experience and activities required for gameplay. He wrote, "the state of computer game design is changing quickly. We would therefore expect the taxonomy presented [in this book] to become obsolete or inadequate in a short time." Nintendo , in bringing its Famicom system into the North American market as the Nintendo Entertainment System in 1985, looked to avoid the issues with loss of publishing control that had led to

1748-401: The player, video game genres differ from literary and film genres . Though one could state that Space Invaders is a science fiction video game , author Mark J.P. Wolf wrote that such a classification "ignores the fundamental differences and similarities which are to be found in the player's experience of the game". In contrast to the visual aesthetics of games, which can vary greatly, it

1794-585: The playsets including characters, weapons and gadgets. By unlocking new content in the Disney Infinity playsets, players are able to build their own worlds and essentially create their own game. There are various "adventures" in this mode, which help teach the player how to use the mode's tools. Players can also earn "spins" by playing through playsets or leveling up their characters, which can be used to unlock additional items. The mode supports online multiplayer, in which players can play around with items that only

1840-408: The same genre to grow. Subsequently, retailers displayed games grouped by genres, and market research firms found that players had preferences for certain types over others, based on region, and developers could plan out future strategies through this. With the industry expanding in the 1990s and budgets for video games began growing, large publishers like Electronic Arts began to form to handle

1886-420: The seminal text-based adventure game Colossal Cave Adventure directly inspired the Atari VCS game Adventure , but incorporating joystick control as in an action game rather than typed commands. Adventure served as the prototype of the action-adventure game genre that would be popularized by The Legend of Zelda . The target audience, underlying theme or purpose of a game are sometimes used as

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1932-564: The series alive, and the presence of numerous new characters and playsets previously planned. (Avalanche Software has since reopened under Warner Bros. Interactive Entertainment .) However, "Gold Editions" of the three games in the series were released for Microsoft Windows (via Steam ) on December 9, 2016, which contain all the existing released figures and playset contents. Disney Infinity games are action-adventure games with physical toys, open-world creation and story-driven gameplay. Characters, playsets and other features are brought into

1978-430: The term "action-adventure" may be '"An action/adventure game is a game that has enough action in it not to be called an adventure game, but not enough action to be called an action game." In some cases an action game with puzzles will be classified as an action-adventure game, but if these puzzles are quite simple they might be classified as an action game. Others see action games as a pure genre, while an action-adventure

2024-463: The terrain, change the background "sky," add new vehicles or add new weapons. The character enhancements will alter things about the character such as damage done, replenish health, allow for faster experience gain for leveling and so on. One Power Disc is included with the Starter Pack while additional discs are sold in blind bags each containing two discs. Following the cancellation of the series, it

2070-433: Was announced that Disney would be launching a series of action figures based on the art style used in the games. [REDACTED] Category Action-adventure game An action-adventure game is a video game hybrid genre that combines core elements from both the action game and adventure game genres. Typically, classical adventure games have situational problems for the player to explore and solve to complete

2116-497: Was used by the US and UK press in 1983, including magazines Electronic Games and TV Gamer . First-person shooters were originally known as " Doom clones" in the years following 1993's Doom , while the term "first-person shooters" became more common by around 2000. New genres emerge continuously throughout the history of video games, often due to the cross-pollination of ideas borrowed from different games into new ones. For example,

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