battleSystem
P35545
predicate
Indicates a relationship where entities are engaged in or governed by a structured combat or conflict-resolution mechanism.
All labels observed (4)
| Label | Occurrences |
|---|---|
| combatSystem | 142 |
| battleSystem canonical | 8 |
| hasBattleSystem | 4 |
| combatResolutionMethod | 1 |
Description generation (PDg)
The one-sentence description above was generated by prompting gpt-5.1 with the predicate name and this instruction.
Instruction
Given a predicate that represents a relationship or action between entities, generate a one-sentence description explaining its meaning. # Instructions Focus on describing the relationship, not the entities themselves. # Response Format Begin the description with \' Indicates...\'
Input
Predicate: battleSystem
Generated description
Indicates a relationship where entities are engaged in or governed by a structured combat or conflict-resolution mechanism.
Sample triples (155)
| Subject | Object |
|---|---|
| The Walking Dead: No Man’s Land | turn-based tactics via predicate surface "combatSystem" ⓘ |
| The Elder Scrolls IV: Knights of the Nine | real-time melee and magic combat via predicate surface "combatSystem" ⓘ |
| The Elder Scrolls: Arena | mouse-driven melee attacks via predicate surface "combatSystem" ⓘ |
| The Elder Scrolls: Arena | spellcasting via predicate surface "combatSystem" ⓘ |
| An Elder Scrolls Legend: Battlespire | real-time combat via predicate surface "combatSystem" ⓘ |
| The Elder Scrolls: Blades | real-time combat via predicate surface "combatSystem" ⓘ |
| Stonekeep | real-time combat via predicate surface "combatSystem" ⓘ |
|
Lionheart: Legacy of the Crusader (co-development)
surface form:
Lionheart: Legacy of the Crusader
|
real-time with pause elements via predicate surface "combatSystem" ⓘ |
| Final Fantasy X | Conditional Turn-Based Battle ⓘ |
| Baldur's Gate: Dark Alliance II | real-time via predicate surface "combatSystem" ⓘ |
| Fallout Tactics: Brotherhood of Steel | turn-based via predicate surface "combatSystem" ⓘ |
| Fallout Tactics: Brotherhood of Steel | continuous turn-based via predicate surface "combatSystem" ⓘ |
| Mario & Luigi: Superstar Saga + Bowser's Minions | turn-based via predicate surface "combatSystem" ⓘ |
| Nuclear Winter | real-time gunplay via predicate surface "combatSystem" ⓘ |
| Nuclear Winter | VATS-inspired targeting mechanics adapted for PvP via predicate surface "combatSystem" ⓘ |
| Ground Control II: Operation Exodus | tactical unit control without resource harvesting via predicate surface "combatSystem" ⓘ |
| Prototype | melee combat via predicate surface "combatSystem" ⓘ |
| Prototype | ranged attacks via predicate surface "combatSystem" ⓘ |
| Prototype 2 | melee combat via predicate surface "combatSystem" ⓘ |
| Prototype 2 | stealth takedowns via predicate surface "combatSystem" ⓘ |
| Scarface: The World Is Yours | lock-on targeting via predicate surface "combatSystem" ⓘ |
| Vampire: The Masquerade – Redemption | real-time combat via predicate surface "combatSystem" ⓘ |
| DmC: Devil May Cry | combo-based melee combat via predicate surface "combatSystem" ⓘ |
| Wasteland 2 | turn-based via predicate surface "combatSystem" ⓘ |
| Torment: Tides of Numenera | turn-based via predicate surface "combatSystem" ⓘ |
| Gears Tactics | turn-based via predicate surface "combatSystem" ⓘ |
| Wasteland 3 | turn-based via predicate surface "combatSystem" ⓘ |
| Gears of War 4 | cover-based shooting via predicate surface "combatSystem" ⓘ |
| Serious Sam: The Random Encounter | turn-based combat via predicate surface "combatSystem" ⓘ |
| Serious Sam: The Random Encounter | party-based combat via predicate surface "hasBattleSystem" ⓘ |
|
Fate (video game)
surface form:
Fate
|
real-time combat via predicate surface "combatSystem" ⓘ |
| Titan Quest | real-time via predicate surface "combatSystem" ⓘ |
| Bravely Default | turn-based combat via predicate surface "combatSystem" ⓘ |
| Legend of Solgard | lane-based combat via predicate surface "combatSystem" ⓘ |
| The Ancient Gods – Part One | fast-paced shooting via predicate surface "combatSystem" ⓘ |
| The Fall of Oriath | real-time via predicate surface "combatSystem" ⓘ |
| Viewtiful Joe | combo-based melee combat via predicate surface "combatSystem" ⓘ |
| God Hand | customizable move list via predicate surface "combatSystem" ⓘ |
| God Hand | context-sensitive attacks via predicate surface "combatSystem" ⓘ |
| Game of Thrones (2012 role-playing video game) | real-time with pause via predicate surface "combatSystem" ⓘ |
| Realm of Shadows | quick time event combat via predicate surface "combatSystem" ⓘ |
| Game of Thrones: Winter is Coming | formation-based army combat via predicate surface "combatSystem" ⓘ |
| Crisis Core: Final Fantasy VII | real-time combat ⓘ |
| Kingdom Hearts: Chain of Memories | card-based real-time battle system via predicate surface "combatSystem" ⓘ |
| Kingdom Hearts Birth by Sleep | Command Deck system via predicate surface "combatSystem" ⓘ |
| Pillars of Eternity | real-time with pause via predicate surface "combatSystem" ⓘ |
| Star Wars: Knights of the Old Republic II – The Sith Lords | pause-and-play real-time with turn-based mechanics via predicate surface "combatSystem" ⓘ |
| Alpha Protocol | real-time combat via predicate surface "combatSystem" ⓘ |
| Alpha Protocol | RPG-style stats and abilities via predicate surface "combatSystem" ⓘ |
| Tyranny | real-time with pause via predicate surface "combatSystem" ⓘ |