This represents a use case for player input in Oblivion. This includes all the actions the player has to do to play the game, including turning on the system and using a control pad for the game.
This represents a use case for game object interactions in Oblivion. This covers anything the player will need to interact with in the game. This is also basically, what makes up the game, and covers the battle system, picking up objects, and collision detection, so you cannot walk through buildings, people or the landscape.
This represents a use case for the display system in Oblivion. This includes everything that the player can see. This is very hard to cover in a game like Oblivion, so this only covers the more important aspects of Oblivion. This use case covers everything from the tables, chairs and other items you can see, to the huge landscape that makes up Oblivion
This represents a use case for audio interaction in Oblivion. This includes all the sound in Oblivion. It includes things such as the background music, and how it changes when enemies are near, and also the sounds you hear during the game, that indicate things are happening. Such as grunts when you are hurt, or shouting when you swing your sword. It can also indicate going through doors, using magic and many more things.
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