supportsGameStyle
P192035
predicate
Indicates that one entity is compatible with or able to accommodate a particular game style or mode of play.
All labels observed (6)
| Label | Occurrences |
|---|---|
| supportsPlaystyle | 24 |
| supportsGameplay | 6 |
| supportsGameModes | 4 |
| supportsGameStyle canonical | 4 |
| supportsPlaystyles | 4 |
| supportsGameplayStyle | 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: supportsGameStyle
Generated description
Indicates that one entity is compatible with or able to accommodate a particular game style or mode of play.
Sample triples (43)
| Subject | Object |
|---|---|
| Super Mario Maker | Super Mario Bros. ⓘ |
| Super Mario Maker | Super Mario Bros. 3 ⓘ |
| Super Mario Maker | Super Mario World ⓘ |
| Super Mario Maker | New Super Mario Bros. U ⓘ |
| Sega Saturn light gun | single-player via predicate surface "supportsGameplay" ⓘ |
| Sega Saturn light gun | two-player (with second gun) via predicate surface "supportsGameplay" ⓘ |
| Templar Archives | psionic-based army compositions via predicate surface "supportsPlaystyle" ⓘ |
| Templar Archives | area-of-effect damage strategies via predicate surface "supportsPlaystyle" ⓘ |
| Fallout engine | open-ended gameplay via predicate surface "supportsGameplayStyle" ⓘ |
| Clockwork Mansion | stealth via predicate surface "supportsPlaystyle" ⓘ |
| Clockwork Mansion | non-lethal via predicate surface "supportsPlaystyle" ⓘ |
| Clockwork Mansion | high-chaos combat via predicate surface "supportsPlaystyle" ⓘ |
| Dark Vision | stealth via predicate surface "supportsPlaystyle" ⓘ |
| Dark Vision | non-lethal approach via predicate surface "supportsPlaystyle" ⓘ |
| Dark Vision | ghost runs via predicate surface "supportsPlaystyle" ⓘ |
| Void Gaze | stealth via predicate surface "supportsPlaystyle" ⓘ |
| Void Gaze | exploration via predicate surface "supportsPlaystyle" ⓘ |
| Void Gaze | non-lethal approaches via predicate surface "supportsPlaystyle" ⓘ |
| Royal Conservatory | non-lethal approach via predicate surface "supportsPlaystyles" ⓘ |
| Royal Conservatory | lethal approach via predicate surface "supportsPlaystyles" ⓘ |
| Royal Conservatory | high-chaos playthrough via predicate surface "supportsPlaystyles" ⓘ |
| Royal Conservatory | low-chaos playthrough via predicate surface "supportsPlaystyles" ⓘ |
| Overkill | board control via predicate surface "supportsPlaystyle" ⓘ |
| Overkill | value generation via predicate surface "supportsPlaystyle" ⓘ |
| Far Reach | stealth via predicate surface "supportsPlaystyle" ⓘ |
| Far Reach | lethal combat via predicate surface "supportsPlaystyle" ⓘ |
| Far Reach | non-lethal takedowns via predicate surface "supportsPlaystyle" ⓘ |
| Far Reach | vertical exploration via predicate surface "supportsPlaystyle" ⓘ |
| Fusion Cannons | Aggressive tanking via predicate surface "supportsPlaystyle" ⓘ |
| Spider Forest | single-player via predicate surface "supportsGameModes" ⓘ |
| Spider Forest | multiplayer via predicate surface "supportsGameModes" ⓘ |
| Stinging Winds | campaign via predicate surface "supportsGameModes" ⓘ |
| Stinging Winds | adventure mode via predicate surface "supportsGameModes" ⓘ |
| Templar | spellcasting via predicate surface "supportsPlaystyle" ⓘ |
| Templar | melee combat via predicate surface "supportsPlaystyle" ⓘ |
| Templar | hybrid melee-caster builds via predicate surface "supportsPlaystyle" ⓘ |
| End Midlands | end city raiding via predicate surface "supportsGameplay" ⓘ |
| End Midlands | elytra acquisition from end ships via predicate surface "supportsGameplay" ⓘ |
| End Midlands | shulker shell farming in end cities via predicate surface "supportsGameplay" ⓘ |
| End Midlands | chorus fruit farming via predicate surface "supportsGameplay" ⓘ |
| Firing Range | close-quarters combat via predicate surface "supportsPlaystyle" ⓘ |
| Firing Range | medium-range combat via predicate surface "supportsPlaystyle" ⓘ |
| Scrapyard | flanking maneuvers via predicate surface "supportsPlaystyle" ⓘ |