This list includes terms used in video games and the video game industry, as well as slang used by players.
1CCAbbreviation of one-credit completion or one-coin clear. To complete an arcade [or arcade-style] game without using any additional credits besides the one used to start the playthrough.An object that gives the player an extra [or try] in games where the player has a limited number of chances to complete a game or level.100%To collect all collectibles within a game, either indicated within games as a percentage counter or determined by player community consensus.1337 SP34KInternet slang popular in the late 90's to early 2000's where certain letters would be replaced with numbers, certain words, letters or symbols would be deliberately misspelled, or certain suffixes would be added to words. The word "1337" was derived from the word "leet", a bastardization of the word "elite", referring to exceptional skill.1v1Abbreviation of 1 versus 1, which means two players battling against each other. Can be extended to any grouping, such as '2v2' to mean two teams battling each other, with each team having two players, but requiring that all four players be in the same battle.2D graphicsGraphic rendering technique in a two-dimensional perspective, often using sprites.2.5D graphicsGraphic rendering technique of three-dimensional objects set in a two-dimensional plane of movement. Often includes games where some objects are still rendered as sprites.3D graphicsGraphic rendering technique featuring three-dimensional objects.4K resolutionAn aspect ratio of digital display devices such as televisions and monitors, supporting up to 3840 × 2160 pixel [roughly 4 kilopixels wide] resolutions.4XA genre of strategic video games, short for "explore, expand, exploit, and exterminate". Such games are usually complicated, involving extensive diplomacy, technology trees, and win conditions.8-bitA descriptor for hardware or software that arose during the third generation of video game consoles, targeting 8-bit computer architecture.8K resolutionAn aspect ratio of digital display devices such as televisions and monitors, supporting up to 7680 × 4320 pixel [roughly 8 kilopixels wide] resolutions.16-bitA descriptor for hardware or software that arose during the fourth generation of video game consoles, targeting 16-bit computer architecture.32-bitA descriptor for hardware or software that arose during the fifth generation of video game consoles, targeting 32-bit computer architecture.64-bitA descriptor for hardware or software that arose during the fifth generation of video game consoles, targeting 64-bit computer architecture.360 no-scopeA type of trickshot, very common in and similar, in which a player spins a full 360 degrees and lands a shot [usually with a sniper rifle of some sort] without aiming, ultimately heavily damaging or killing the adversary on the receiving end of the shot.AAAA high-budget game with a large development team, or game studios that make them. AAA games are usually or are , have multimillion-dollar budgets, and expect to sell millions of copies.abandonwareA game that is forgotten about or abandoned by its developers for any number of reasons, including copyright issues.aceachievementAchievements are meta-goals defined outside a game's parameters.achievement hunterA player who attempts to collect all in a game. Achievement hunters tend to be .actSometimes used to refer to individual or groups of levels that make up a larger or storyline. Rarely refers to a downloadable game intended to be part of a larger series which functions as a single game series and gameplay-wise.action gameA game genre emphasizing physical challenges, hand–eye coordination and reflexes. It includes fighting games, s, and s.action point [AP]A subunit of a player's turn. For example, a game may allow an action to occur only so long as the player has sufficient 'action points' to complete the action.action role-playing game [ARPG]A genre of where battle actions are performed in real-time instead of a turn-based mechanic.adaptive musicGame music which changes and reacts to the actions of the player and/or what is happening in the game.addsA term used commonly in s, and beat-'em-ups, referring to the "additional enemies" called in by bosses during encounters.adventure gameA game genre which emphasizes exploration and puzzle-solving.AFKMeaning "away from keyboard". Generally said through a chat function in online multiplayer games when a player intends to be temporarily unavailable.aggroaimbotaiming down sights [ADS]Refers to the common alternate method of firing a gun in a [FPS] game, typically activated by the right mouse button. The real-life analogue is when a person raises a rifle up and places the stock just inside the shoulder area, and leans their head down so they can see in a straight line along the top of the rifle, through both of the iron sights or a scope, if equipped. In most games this greatly increases accuracy, but can limit vision, situational awareness, mobility, and require a small amount of time to change the weapon position.alpha releasealways-on DRMA type of [DRM] that typically requires a connection to the Internet while playing the game.analog stickA small variation of a , usually placed on a to allow a player more fluent 2-dimensional input than is possible with a .animaticA partially animated storyboard with sound effects used during early game development.animation priorityA type of gameplay mechanic in which the playable character's animations have priority over the player's input; in other words, if the player begins an action with a long animation, the animation must play out first before the player can then enter a new command, and attempting to enter a new command will have no effect. Games like the Dark Souls and Monster Hunter series are based on gameplay using animation priority.Anti-AimAnti-Aim [AA] is a type of commonly found in games, it will make it difficult or impossible for the user's es to be hit, this can be achieved many ways but are commonly found to: Rapidly move the user's es, Flipping es [usually backwards or sideways], sending false packets to the server and many other ways.anti-RPGAn anti-RPG is a that subverts the typical elements of such games. The term was coined by the video game Moon: Remix RPG Adventure.any%AoE1. See 2. Abbreviation of Age of Empiresarcade gameA coin-operated [or 'coin-op'] game machine. The term commonly refers to arcade video games. They are often installed in an upright or tabletop cabinet [cocktail or candy cabinet]. Popular primarily during the late 1970s to 1990s in the West, and still popular in the East to the present day, arcade machines continue to be manufactured and sold worldwide.areaarea of effect [AoE]Screenshot from FreedroidRPG showing an "area of effect", or AoE
A term used in many and strategy games to describe attacks or other effects that affect multiple targets within a specified area. For example, in the role-playing game, Dungeons & Dragons, a fireball will deal damage to anyone within a certain radius of where it strikes. In most tactical strategy games artillery weapons have an area of effect that will damage anyone within a radius of the strike zone. Often the effect is stronger on the target than on anything else hit. See also:
Area of effect can also refer to spells and abilities that are non-damaging. For example, a powerful healing spell may affect anyone within a certain range of the caster [often only if they are a member of the caster's ]. Some games also have what are referred to as "aura" abilities that will affect anyone in the area around the person with the ability. For example, many strategy games have hero or officer units that can improve the morale and combat performance of friendly units around them. The inclusion of AoE elements in game mechanics can increase the role of strategy, especially in s. The player has to place units wisely to mitigate the possibly devastating effects of a hostile area of effect attack; however, placing units in a dense formation could result in gains that outweigh the increased AoE damage received.
Point-blank area of effect [PBAoE] is a less-used term for when the affected region is centered on the character performing the ability, rather than at a location of the player's choosing.
ARPGarena modeA side game mode, mostly found in some action-adventure games, in which a player-controlled character is placed in a closed area and challenged to defeat enemies using combat abilities.arena FPSArena shooters that use the first-person perspective.arena shooterShooting games that are typically based on fast-pace gameplay and in a limited map or level space.artificial intelligence [AI]Algorithms used to generate responsive, adaptive or intelligent game behavior, primarily in . Distinct from the computing science concept of 'artificial intelligence'.assault modeA game mode in which one team tries to attack [or capture] specific areas and the other team tries to defend those points.asset flippingThe practice of creating a game using 'free' art and audio assets, either from an online marketplace or the default stock of assets included with many game engines. Asset-flips are often of very poor quality designed to catch onto a currently popular theme to turn a quick profit. It mimics the practice of flipping in real estate markets.asymmetric gameplayCooperative or competitive multiplayer games in which each player will have a different experience arising from differences in gameplay, controls, or in-game character options that are part of the game. This is in contrast to symmetric gameplay where each player will have the same experience, such as in the game Pong. Asymmetric gameplay often arises in competitive games where one player's character is far overpowered but outnumbered by other players that are all competing against them, such as in Pac-Man Vs. Asymmetric gameplay can also arise in multiplayer online battle arenas [MOBAs] and hero shooters, where each player selects a different hero or character class with different gameplay abilities from others.asynchronous gameplayCompetitive multiplayer games where the players do not have to be participating at the same time. Such games are usually turn-based, with each player planning a strategy for the upcoming turn, and then having the game resolve all actions of that turn once each player has submitted their strategies.attract modeA pre-recorded demonstration of a video game that is displayed when the game is not being played.
Originally built into s, the main purpose of the attract mode is to entice passers-by to play the game. It usually displays the game's title screen, the game's story [if it has one], its high score list, sweepstakes [on some games] and the message "Game Over" or "Insert Coin" over or in addition to a computer-controlled demonstration of . In the Atari 8-bit home computers of the 1970s and 1980s, the term attract mode was sometimes used to denote a simple screensaver that slowly cycled the display colors to prevent phosphor burn-in when no input had been received for several minutes. Attract modes demonstrating gameplay are common in current home video games.
Attract mode is not only found in arcade video games, but in most coin-operated games like pinball machines, stacker machines and other games. Cocktail arcade machines on which the screen flips its orientation for each player's turn in two-player games traditionally have the screen's orientation in player 1's favour for the attract mode.
augmented reality [AR]Supplementing a real-world environment with computer-generated perceptual information with matching alignment to the real world, which may add to or mask the physical environment. Augmented reality alters the perception of a physical environment, whereas replaces the physical environment with a simulated one.auto battlerAlso known as "auto chess", an auto battler is subgenre of strategy games that feature chess-like elements where players place characters on a grid-shaped battlefield during a preparation phase, who then fight the opposing team's characters without any further direct input from the player. It was created and popularized by Dota Auto Chess in early 2019.auto-aimauto-runAuto-run, short for automatic running, is a system in video games that causes the to move forward without input from the user. The system is predominantly used in , as well as being a toggleable feature in some and games where users may need to travel long distances without the assistance of systems.autosaveA saving function in many video games that saves the current progress without the player's input, often after completing a mission, level, or winning a match. These points are called .B2PBuy-to-play, see .B-hoppingRepeated use of the jump button while moving, which supposedly increases the character's momentum. A large portion of gamers have taken into doing this.badgeAn indicator of accomplishment or skill, showing that the player has performed some particular action within the game.balanceAspects of a multi-player game that keep it fair for all players. This usually refers to balance between characters [or any other choices made before battle] and options [which occur in battle]. Balance between choices made before battle usually means that no character is likely to dominate another opponent, while balance between options usually refers to every option having a viable counter, preventing gameplay from degenerating to using a single option with minor variations. The issue of balanced is a heavily debated matter among most games' player communities.banIn online games, the act of a player from the server, and then employing means of preventing them from returning. This is usually accomplished using a .What players usually call the gacha mechanic in a game. Depending on the game, it can stick around indefinitely or have a time limit. The latter kind most often increases the probability of getting specific characters or items.battle passA type of in-game monetization that provides additional content for a game through a tiered system, rewarding the player with in-game items by playing the game and completing specific challenges.battle royale gameA video game genre that blends elements of with gameplay. Players search for equipment while eliminating competitors in a shrinking safe zone. Usually there are many more players involved than in other kinds of multi-player games.beta releaseblacklistIn online games, a list of player information [such as player ID or IP address] that the server checks for when admitting a player. By default, players are allowed to enter, but if they match information on the blacklist, they are barred from entry. The opposite is a , where the server bars players by default but allows players matching the whitelist. Blacklists and whitelists can be used in tandem, barring even whitelisted players if they try to log in via a blacklisted IP address, for example.BM"Bad Manners"; conduct that is not considered 'cheating' but may be seen as unsportsmanlike or disrespectful. Some games may elect to punish badly behaved players by assessing game penalties, temporarily blocking them from re-entering play, or banishing them to a playing environment populated solely by other badly behaved players. What constitutes bad manners is subjective and may be hard to gather a consensus on.boardbooster packboostingIn online multiplayer games that include ranked competitive play, boosting is where a player with a low-ranked level has a more-skilled player use their account to improve the low-ranked character to higher levels, or other improvements and benefits for their account.bonus stageborderless fullscreen windowedAn option featured in many modern PC games and moddable into others in which a game appears fullscreen but is actually running in a maximized window. Since the game does not take full control of the output device, it confers benefits such as seamless task switching and automatic vertical synchronization.bossAn opponent non-player character in a video game that is typically much more difficult to defeat compared to normal enemies, often at the end of a level or a game.botShort for robot. A non-playable character which is controlled by an [AI]. The player may compete against or work with a bot to complete objectives. Is also a derogatory term that implies a player is less effective than a computerized character.bottomless pitA hazard common in and action games, which consists of a deep hole or void with no visible bottom, presumably leading to a fatal drop. The falling into this void typically results in an instant death [and the loss of a ] for the player, regardless of how much the character had; although some games may instead take away a percentage of the character's health before respawning them nearby. Bottomless pits can also serve as obstacles that can be overcome by using abilities or finding alternate routes.bullet hellA type of where the player must generally dodge an overwhelmingly large number of enemies and their projectiles.bullet spongeAny enemy that appears to require more firepower than would be considered realistic or reasonable to defeat. This is an allusion to how the enemy can absorb bullets much like a sponge absorbs water. For example, an enemy soldier in a first-person shooter that would be reasonably expected to be defeated with a couple of shots ends up requiring several full magazines of ammunition to defeat would be a bullet sponge.bullshotA portmanteau of bullshit and screenshot, referring to the misrepresentation of a final product's technical or artistic quality by artificially enhancing promotional images or video footage.button mashing1. The pressing of different button combinations in rapid succession to perform or attempt to perform special moves, typically with little rhyme or reason. This technique is most often encountered in fighting games, especially among weaker players.2. The rapid pressing of a single button to accomplish a task, especially in . Sometimes requires the rapid pressing of two buttons simultaneously, or rapidly pressing any button.campaign modeA series of game levels intended to tell a linear story; some campaigns feature multiple 'paths', with the player's actions deciding which path the story will follow and affecting which choices are available to the player at a later point.camping1. Where a player stays in one place – typically a fortified high-traffic location – for an extended period of time and waits to ambush other players. Many players consider camping a form of cheating. It is most common in games, but is also frequent in fighting games with projectile-heavy characters.2. The act of hanging around a rare or player's spawn point, usually in . This may be known as spawn-camping or spawn-trapping.capture the flag [CTF]A common in multiplayer video games, where the goal is to capture and retrieve a flag from the opposing side's territory while defending the flag in one's own territory.carryIn team-based video-games, to carry is used of a player that disproportionately contributes to the advancement or progress of their team, usually but not always interpreted as indirect slander towards the rest of the team. Carrying may also be a method experienced players use to win rounds when the rest of their team are less experienced or less efficient at completing tasks; this may entail taking on enemy combatants alone, or using teammates as a distraction while completing objectives for the round.cartridge tiltingCartridge tilting is the practice of deliberately inducing glitches and other strange behaviour in cartridge-based games by tilting the cartridge slightly in its slot in the console; enough for the connection to be altered but not completely severed. Cartridge tilting creates similar effects to using a , and may include such glitches as character models becoming distorted, extremely loud noises and in particularly severe cases, both the game and the console itself may crash.casual gamingCasual gaming is the practice of playing video games on an infrequent and spontaneous basis, without a long-term commitment. Casual video games are distinguished by a low learning curve and ease of access, often web-based for mobile phones or personal computers. Most casual games have simplified controls, with one or two buttons dominating play. Casual games can normally be played in small periods of time, and may not have a save feature.challenge modeA game mode offered beyond the game's normal play mode that tasks the player[s] to replay parts of the game or special levels under specific conditions that are not normally present or required in the main game, such as finishing a level within a specific time, or using only one type of weapon. If a game doesn't feature a 'challenge mode', players will often create self-imposed challenges by forbidding or restricting the use of certain game mechanics.character classA job or profession that comes with a set of abilities as well as positive and negative attributes. Most common in , a character's class helps to define their playstyle as well as the role the character plays in a team based game. Often as players gain with a class they learn new abilities related to their chosen profession and some games allow players to change their character's class or become proficient in multiple classes. Some examples of archetypal character classes include warrior [strength and defense], thief [speed and stealth], wizard [magic and intelligence], and priest or healer [healing and buffing allies]. A popular example of a class-changing system is the Job System in the Final Fantasy series.character creatorAn ingame method to customize a character to the player's preferred appearance and abilities before starting the game, most commonly used in role-playing games.charge shotA shot that can be charged up so that a stronger attack can be dealt, but requiring more time. Usually performed by holding the shot button.cheatcheatingTo play the game unfairly; giving an unfair advantage via illegitimate means.checkpointAn area in a level from which the player will start the level from next time they die, rather than having to start the level over. Checkpoints typically remain in place until the player completes the level or gets a .cheese [or cheesing]Cheese[ing] refers to a tactic in a video game that may be considered cheap, unfair, or overly easy, requiring no skill by others as to otherwise complete a difficult task. What may account as cheese depends on the type of game. Its origin traces back to players of Street Fighter II who would frequently use the same combo move over and over against to defeat their opponent. In multiplayer games like MOBAs or hero shooters, certain team compositions of heroes are considered cheese compositions for how easily they can defeat most other team compositions. In other games, cheese can refer to exploiting glitches and other bugs to make difficult gameplay sections easy.cheevochiptuneMusic composed for the microchip-based audio hardware of early home computers and gaming consoles. Due to the technical limitations of earlier video game hardware, chiptune came to define a style of its own, known for its "soaring flutelike melodies, buzzing square wave bass, rapid arpeggios, and noisy gated percussion".chokingWhen a player/team that is currently winning or expected to win a match performs unexpectedly poorly.cinematiccircle strafingAn advanced method of movement in many [FPS] games where the user utilizes both thumb sticks [console] or mouse and keyboard controls [PC] to maintain a constant circular motion around an enemy, while maintaining a relatively steady aim on that target. This practice minimizes incoming fire from the target's teammates, as any misses are likely to hit and harm their teammate.clappedWhen you clap a player, you deal enough damage to eliminate them, without them hitting you or shooting you once.classclass identityThe perception of a 's distinctness from others. For example, the class identity of a "paladin" would include defensive and melee capabilities as compared to a ranged class like an "archer".clicker gameclipping2. A 3D graphics process which determines if an object is visible and "clips" any obscured parts before drawing it.clock/clockedTo achieve a score so high it resets the in-game score counter back to 0, often used in older arcade games. More commonly used nowadays to express the [absolute] 100% completion of a game.cloneA game that is similar in design to another game in its genre [e.g., a Doom clone or a Grand Theft Auto clone]. Sometimes used in a derogatory fashion to refer to an inferior 'ripoff' of a more successful title.closed betaA period where only specific people have access to the game.cloud gamingA cloud gaming server runs the game, receiving controller input actions from and to the player's thin client.cloud saveThe player's saved game is stored at a remote server. This may provide a backup, or enable access from a different game system. See also .clutchBeing able to perform exceptionally well in a high-stakes situation, or have certain events occur at the right time in a very important or critical moment, in particular in a way that changes the outcome of the game; scoring a victory for your team when it was on the verge of defeat.CMScoin-opcollision detectionThe computational task of detecting the intersection of two or more game objects.comboA series of attacks strung together in quick succession, typically while an opponent is in their "getting hit" animation from the previous attack and is helpless to defend themselves. Combos are a staple of fighting games, introduced in beat-'em-ups such as Renegade and Double Dragon, and becoming more dynamic in Final Fight and Street Fighter II.competitive gamingcompletionistA particular kind of video game player who focuses on achieving completion in the games they play.compulsion loopA cycle of elements designed to keep the player invested in the game, typically though a feedback system involving in-game rewards that open up more gameplay opportunities.consoleA video game hardware unit that typically connects to a video screen and controllers, along with other hardware. Unlike personal computers, a console typically has a fixed hardware configuration defined by its manufacturer and cannot be customized. Sometimes includes , to differentiate them from computers, arcade machines, and cell phones.console generationsA set of video game consoles in direct competition for market share in a given era. The set, as a generation, is obsoleted at the introduction of the "next generation" or "next gen".console warsRefers to competition for video game console market dominance and, in specific, to the rivalry between Sega and Nintendo throughout most of the 1980s and 1990s. The analogy also extends to competition in later , particularly the PlayStation and Xbox brands.construction and management simulation [CMS]A video game genre that involves planning and managing a population of citizens in towns, cities, or other population centers; in such games the player rarely has direct control of the computer-controlled citizens and can only influence them through planning.content ratingClassifying video games according to suitability-related factors such as violent or sexual content contained within a game. Some countries use industry self-regulation models to accomplish this, while others have government rating boards. Certain content ratings result in products being legally or de facto banned from sale, such as the AO [adults only] rating in the United States. While legal, such titles are not stocked by retailers and will not be certified for release by major console makers such as Sony and Microsoft.continueA7Xpg gives the player the opportunity to continue playing after losing their last life.
A common term in video games for the option to continue the game after all of the player's have been lost, rather than ending the game and restarting from the very beginning. There may or may not be a penalty for doing this, such as losing a certain number of points or being unable to access bonus stages.
In s, when a player loses or fails an objective, they will generally be shown a "continue countdown" screen, in which the player has a limited amount of time [usually 10, 15, or 20 seconds] to insert additional coins in order to continue the game from the point where it had ended; deciding not to continue will result in the displaying of a screen.
The continue feature was added to arcade games in the mid-1980s due to arcade owners wanting to earn more money from players who played for longer periods of time. The first arcade game to have a continue feature was Fantasy, and the first home console cartridge to have this feature was the Atari 2600 version of Vanguard.: 26 As a result of the continue feature, games started to have stories and definite endings; however, those games were designed so that it would be nearly impossible to get to the end of the game without continuing. Salen and Zimmerman argue that the continue feature in games such as Gauntlet was an outlet for conspicuous consumption.
In more modern times, continues have also been used in a number of free-to-play games, especially mobile games, where the player is offered a chance to pay a certain amount of premium currency to continue after failing or losing. An example of this would be Temple Run 2, where the price of a continue doubles after each failure, with an on-the-fly of the game's premium currency if required.
control padcontrol point [CP]A which involves the team capturing each required "capture point" in order to win the round or level.control stickcontrollerA means of control over the console or computer on which the game is played. Specialized game controllers include the , , , and .conversation treeconversion kitSpecial equipment that can be installed into an arcade machine that changes the current game it plays into another one. For example, a conversion kit can be used to reconfigure an arcade machine designed to play one game so that it would play its sequel or update instead, such as from Star Wars to The Empire Strikes Back, or from Street Fighter II: Champion Edition to Street Fighter II Turbo.cooldownThe minimum length of time that the player needs to wait after using an ability before they can use it again. This concept was first introduced by the text Avalon: The Legend Lives.An analogy can be made to the reload time and firing rate of weapons. For example, a machine gun has very fast firing rate, so it has a very low cooldown between shots. Comparatively, a shotgun has a long cooldown between shots. Cooldown can be used to a weapon such as a turret-mounted machine gun having infinite ammunition, since it can only sustain continuous fire until reaching a threshold at which the weapon would have to cool down [hence the term] before it could be fired again.
In design terms, cooldown can be thought of as an inverted "casting time" where instead of requiring a wait time before using an ability, cooldown may replace casting time and put the wait after the ability is activated. This creates a new dimension to the balancing act of casting speed versus power: "lower cooldown, faster cast, but weaker strength" versus "higher cooldown, slower cast, but greater strength". This mechanic is integral to such games as World of Warcraft, where cooldown management is key to higher-level play and various abilities deal with cooldown [for example, cooldown reduction or immediately finishing cooldown on certain abilities]. From the technical point of view, cooldown can also be used to assert control over frequency of cast in order to maintain a fluid and ping. For example, in the game Diablo II, cooldown was added in the form of a patch to several graphically and CPU-intensive spells to solve the problem of extreme caused by players spamming [ie: repeatedly casting at cast rates] these spells in multiplayer games.
Moves and attacks in fighting games [like those from the Street Fighter series] are measured in animation frames [which may be 1/20 to 1/60 of a second per frame]. Each move has a certain number of frames in which it is considered to be "recovering" before another move can be executed, which is similar to cooldown in concept. However, there is no player control over the character during recovery frames, and the character can not perform any movement or attacks until fully recovered. Because the character is vulnerable during recovery, strategic use of skills is necessary to make sure the opponent cannot immediately counter the player-character.
co-opcooperative gameplay [co-op]Multiplayer gameplay where the players work together on the same team against computer-controlled opponents or challenges.corruptorA computer program used either as or in conjunction with an to corrupt certain data within a ROM or ISO by a user-desired amount, causing varied effects, both visually and audibly, to a video game and its data, usually as a humorous diversion or for the sake of seeking out and documenting interesting examples, hereafter referred to as corruptions. The effects of a corruption may include: displaced or misdirected pixels in a spritemap; never-ending levels; bizarre or unexpected changes to the colour palette of characters and levels; artifacts; distorted or entirely incorrect sprites, polygons, textures, or character models; spastic and outlandish animations; incorrect text or dialogue trees; flickering graphics or lights; incorrect or distorted audio; inconvenient invisible walls; lack of ; and other forced glitches. Corruptions often result in the game becoming unwinnable, and may also result in unusual crashes and s. See also and .A cooperative video game that is designed to be played by multiple players on the same display screen, using .cover systemA game mechanic which allows the player to use walls or other features of the game's environment to take cover from oncoming ranged attacks, such as gunfire in . Many cover systems also allow the character to use ranged attacks in return while in cover although with an accuracy penalty.A game mechanic that grants players the ability to jump for a brief period of time [typically just a few frames or fractions of a second] after leaving solid ground. Used predominantly in s, the mechanic is designed to give players the impression of having jumped at the last possible moment, and as a method of forgiving players that would have otherwise missed the jump. The mechanic derives its name from the Looney Tunes character Wile E. Coyote who, upon leaving solid ground [e.g. by running off a cliff], briefly hangs in mid-air before plummeting to the earth below.CPU1. Central processing unit; the part of the computer or video game which executes the games' program.2. A personal computer.3. A controlled by the game software using , usually serving as an opponent to the player or players.CPU versus CPUcracked1. Software that has had its anti-piracy protections removed prior to being illegally distributed. See: Software cracking2. Being extremely good at something.craftingA game mechanic that allows the player-character to construct game items, such as armor, weapons or medicine from combinations of other items. Most feature a crafting system.cranking 90sCommonly used in Fortnite, cranking 90s refers of a way to build in the game. "90s" refers to the 90-degree turn one must make when they make a 90, and "cranking" refers to how one must perform this repeatedly. "Cranking" 90s usually results in a tower being created.credit-feedingcritical hitA type of strike that does more damage than usual. Normally a rare occurrence, this may indicate a special attack or a hit on the target's weak point.cross-platformcross-platform playMulti-platform versions of the same online games may be played together.cross-progressionSimilar to cross-save, when multi-platform games may share the player's current account details, including earned and purchased items, via a server.cross-saveMulti-platform games may share the player's current state via a server.crowd controlA technique, usually with an , that is used primarily in to manage groups of enemy creatures.CRPGAbbreviation of computer or console .crunchA controversial but common labor practise in the video game industry where game developers have to work compulsory overtime, often uncompensated, in order to meet deadlines.CTFcut-inA phase within a character's super move where the game briefly pauses the character's attack and shows their face [or full body] before proceeding to complete the attack. In fighting games, this move can be blocked.cutsceneA game segment that exists solely to provide detail and exposition to the story. They are used extensively in and in order to progress the plot. Cut-scenes are more likely to be generated by the in-game engine while cinematics are pre-recorded.cybersportD-padA 4-directional rocker button that allows the player to direct game action in eight different directions: up, down, left, right, and their diagonals. Invented by Gunpei Yokoi for the Game & Watch series of handheld consoles, Nintendo used the "directional pad" [or "cross-key" in Japan] for their Nintendo Entertainment System controller and it has been used on nearly every console controller since.An effect, such as poison or catching on fire, that reduces a player's over the course of time or turns.damage per second [DPS]Used as a metric in some games to allow the player to determine their offensive power, particularly in games where the player's attacks are performed automatically when a target is in range.The day of release for a video game; often accompanied by a 'day-one patch' to repair issues that could not be addressed in time for the game's distribution, or 'day-one DLC', where the developer offers content for a price. 'Day-one DLC' is often associated with , where the content is already a part of the game's data, but the player must pay to access it.dead zone1. A region of the screen in video games in which the camera is controlled via where the mouse cursor can be positioned to lock the camera in place. Can be adjusted in some games.[citation needed]2. A deadzone setting for the analog stick that lets players configure how sensitive they want their analog sticks to be, popular in console games, and in racing games where it appears as Steering Deadzone.deathmatchDegrees of freedomThe number of vectors of player-character movement that the player has control over, which are often a criterion associated with the game's genre.- Side-scrollers typically have 2-DoF: left/right [run along X-axis], and up/down [jump/fall along Y-axis].
- Top-down, isometric graphics-based, and 3D graphics-based games may have 3-DoF or 4-DoF: aim left/right [rotate around Z-axis], move left/right [strafe along X-axis] & move forward/backward [run along Y-axis], and move up/down [jump/fall/crouch along Z-axis].
- 3D flying games may have up to 6-DoF: movement along the X,Y, or Z axes as left/right [along X-axis], forward/backward [along Y-axis], and up/down [along Z-axis], and rotation around X,Y, or Z axes as pitch [around X-axis], roll [around Y-axis], and yaw [around Z-axis]
The player cannot see enemy activity beneath the greyed-out fog of war.
Ghost cars in racing games generally appear as translucent or flashing versions of the player's vehicle. Based on previously recorded lap times, they serve only to represent the fastest lap time and do not interact dynamically with other competitors. A skilled player will use the ghost to improve their time, matching the ghost's racing line as it travels the course. Many racing games, including Gran Turismo, F-Zero, and Mario Kart offer a ghost function. Some also have ghosts set by staff members and developers, often showing perfect routes and lap times.
A variation of the feature, dubbed by Firemonkeys Studios as "Time-Shifted Multiplayer", was implemented in the mobile racing game Real Racing 3. It works by recording the lap times of players in each race, and uses statistics from other players to recreate their lap times for the player to beat. These ghost cars can with the player and other vehicles, and are fully visible to the player.
In some s, such as the Elite Beat Agents and Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2, saved replay data can be used in one of the player slots in a multiplayer game.
gibsOr "giblets", gore and body chunks which fly from a game opponent when hit with such force that they rupture.gimp1. A character, character class, or character ability that is sufficiently underpowered to making using the gimp a severe handicap in the context of the game.2. A design choice that has this effect.3. [in multiplayer games] Killing a character much earlier than would be expected, such as by relentlessly pursuing them until they die in the early game.GLHFAbbreviation meaning "good luck, have fun". Used as words exchanged at the beginning of a competitive game or match as a gesture of good sportsmanship.GOATAcronym for Greatest Of All Time.GOTYAcronym for Game Of The Year, a game award given out annually by events and media publications to the games that they consider the best of that particular year. Game of the Year-awards are often divided in subcategories and an overall winner.god modegod rollIn games that generate randomized loot, the "god roll" is loot that has the subjectively-best selection of possible random attributes such as perks and bonuses that could be generated for that particular piece of equipment.gold farminggold sinkIn-game activities that receive currency [gold] from players; in online multiplayer games, this functionally reduces the overall money supplygone goldThe point in the software-development cycle where the software is considered final and ready to be shipped. The term traditionally related to the production of games on CD-ROM, where the final version of the game, the master copy, would be written to a gold film-based writable CD and sent to be replicated for retail.graphic content filterA setting that controls whether the game displays graphic violence.grieferA player in a multiplayer video game who deliberately irritates and harasses other players within the game. Many online multiplayer games enforce rules that forbid griefing, keep in mind that the actions performed must be allowed/intended by the game itself, otherwise it may fall into the category of cheater.grindingPerforming a repetitive and time-consuming action in a video game before being able to advance. Prevalent in online games, where it is alternately considered an annoying waste of time or an enjoyable necessity, depending on the player's attitude. Many online games have taken steps to reduce the 'grind', including doing away with traditional 'leveling' systems or allowing the player to temporarily 'boost' themselves to match the difficulty of NPCs in a given area.Hack vs HackHack vs Hack [HvH] refers to using to compete against other players using cheats.handheld consoleA portable gaming ; i.e. one that is not connected to a TV or other peripheral device. Nintendo's Game Boy is the most-recognizable example.hatehead bobIn first-person view games, the up-and-down [and sometimes left-and-right] motion of the player's camera to simulate the bobbing of the player-character's head when walking or running. It is often an option that can be disabled as it may induce motion sickness in players.headshothead swapAn animation technique in which a new head is put on an existing character model, to save memory or animation effort.An effect that restores health over a period of time; antonym of .healthAn attribute showing how much damage a character can sustain before being incapacitated. Getting hurt lowers this meter and if it reaches zero that character can no longer continue. Depending on the game this can mean many different things [i.e. death, serious injury, knockout, or exhaustion].heat mapIn video games, a heat map is typically an overhead representation of a game level showing, through background game data collection, a statistic such as where player characters died. Brighter spots or highly concentrated areas show where these events occurred the most. Such maps may be used by developers to help refine map design.hidden object gameA subgenre of puzzle video games in which the player must find items from a list that are hidden within a scene.hit markerA visual effect that occurs every time the player-character lands a hit on the opponent; commonly seen in games like Call of Duty.hit points [HP]hitbox1. [especially in fighting games] The area or areas that can inflict damage or other effects to a character [usually not the one which created the hitbox]hitscanCommonly seen in , hitscan is used to determine hits along a path with no travel time. Some games use this technique to detect hits with firearms in contrast to physics-based projectiles which have noticeable travel time.HOPAhorde modehurtboxidle animationAn animation that occurs when the is not performing any actions.idle gameiframesin-app purchase [IAP]A in a mobile game [or regular app], usually for virtual goods in free or cheap games.indie gameLoosely defined as a game made by a single person or a small studio without any financial, development, marketing, or distribution support from a large , though there are exceptions.infinite healthinfinite lifeinfinite runnerinfluencerA video game player or social media personality that is used as part of a game's promotion. Typically the influencer will be given a pre-release copy of a game to play and review to those people that follow them on social media or sites, with the intent that those subscribers will be influenced to buy the game.item levelA number attached to a game item – e.g.: weapon, armor, or clothing – which roughly indicates the item's power, commonly seen in . A character who does not meet the required level of the item would be unable to equip it.instanceinterfaceGraphic elements that communicate information to the player and aid interaction with the game, such as health bars, ammo meters, and maps.inventoryA menu or area of the screen where items collected by the player-character during the game can be selected. This interface allows the player to retrieve single-use items for an instant effect or to equip the player-character with the item.invincibilityinvincibility framesinvisible wallAn obstruction in a video game that halts movement in a specific direction, even though terrain and features can be seen beyond the boundary.invulnerabilityjoystickAn input device consisting of a stick that pivots on a base and reports its angle or direction to the device it is controlling. Modern gaming joysticks have several buttons and may include a thumb-operated on top.JRPGJapanese , typically referring to a subgenre of RPGs that originate from Japan.juggernautRefers to a game mode where many players face one overpowered enemy [called the Juggernaut] and try to defeat it. The player who kills it often becomes the next Juggernaut.jumpA basic move where the player jumps vertically.: 100–101 kickIn online games, the ability of the server or the host of a game to remove a player from the server, thereby ‘kicking’ them out of the game. This can be to prevent undesirable player behavior such as [where it is usually a precursory measure to ; to reduce issues like , where one player's lag problems may affect other players’ enjoyment of the game; or to prevent server when communication errors occur between the server and client.kill-death ratio [K/D ratio]A statistic typically found in player-versus-player video games, gauging the ratio between the number of opponents the player defeated and the number of deaths the player suffered at the hands of opponents. More skilled players typically have higher kill-death ratios.KDAAbbreviation of Kills Deaths Assists, a ratio used by MOBA players to evaluate their in-game performance. Used in a similar manner to the kill-death ratio.kill farmingWhen players are stationed near their opponent's and kill them the moment they .kill feedIn multiplayer games, a portion of the game's user interface that shows the last few events [generally, when other players are killed] from the last few seconds, like a news feed.kill screenLevel 256 in Pac-Man is considered to be unplayable due to a bug associated with an integer overflow in the game's code.
A stage or level in a video game [often an ] that stops the player's progress due to a software bug. Not to be mistaken for a screen, kill screens can result in unpredictable gameplay and bizarre glitches.kill stealingDefeating an enemy that someone else was about to defeat, usually to receive the reward or credit without doing most of the work. Considered 'bad form' in many online communities. [KOTH]A game mode where opposing teams try to occupy a single point on the map for a certain amount of time, or for as long as possible until the end of the match.kitThe set of skills and abilities given to a pre-defined playable character in games featuring many such characters to choose from, such as many or hero shooters.kiting1. A maneuver in which a player-character gets an enemy NPC to chase after them so as to lead them somewhere else [like a kite on a string]. This can be used to separate groups of enemies to prevent the player from becoming overwhelmed or in team-based or cooperative games to allow the player's teammates to attack the opponent, or to lure the opponent into a trap.knock-backA game mechanic in a fighting game or where a character is thrown backwards from the force of an attack. During knock-back, the character is unable to change their direction until a short recovery animation is finished. Knock-back sometimes results in falling down pits if the character is standing close to the edge when hit with a knock-back attack.Konami CodeA fixed series of controller button presses used across numerous Konami games to unlock special cheats [such as gaining a large number of lives in Contra], and subsequently used by other developers to enable cheats or added functions in these games. The term applies to variations on this sequence but nearly all begin with "up up down down left right left right".lagIn video-games, an unintentional or unexpected delay between the start and end of a process, usually to a detrimental effect on gameplay. Lag can occur in any of the many different processes in a video-game, to vastly differing effects depending on the source:- Frame lag: A direct delay in the rate at which a is processed. This is usually the result of having too many objects active at once - the physics, rendering and other processes of which must each be calculated on every frame. In turn, this results in choppy movement, and depending on how the code is handled, either slowed gameplay compared to real-time [when the lag is not accounted for] or a loss of player control precision [when it is accounted for]. In multiplayer games, this is often called client-side lag, as opposed to server-side lag.
- Rendering lag: A delay in the rate at which an otherwise-processed frame is rendered, usually due to a very large number of polygons or visual effects on screen at once. This can have similar visual effects as frame lag, but can alternatively result in frames being rendered incompletely - missing visual details, textures, particle effects or occasionally entire objects. Occasionally, a similar effect can be seen with layered audio cues.
- Server-side lag: A delay appearing only in online multiplayer games, between the client [the player's device] or the server sending information across the internet, and the counterpart receiving said information. This rarely looks like frame lag or rendering lag, and can instead cause a variety of effects such as dropped player inputs, desynchronisation between the player and server's versions of events, rubber-banding [where entities appear to ‘snap’ between different positions], or in worst-case scenarios, the player being removed from the server entirely, or .
Very occasionally may refer to the result of repeatedly balancing a game primarily through and , thus making every character substantially more powerful than they were at release.
power spikeThe moment in which a character sees a rise in relative strength from leveling up larger than that of a normal milestone. This is usually due to an item becoming available or certain abilities being unlocked.proShortened version of the word "Professional". Someone with experience, skill, and especially know-how in a certain game.proc"Proc" and "proccing" is the activation or occurrence of a random gaming event. Particularly common for s, procs are random events where special equipment provide the user with temporary extra powers, or when the opposing enemy suddenly becomes more powerful in some way. The term's origin is uncertain, possibly from programmed random occurrence, process, or procedure.procedural generationpro gamer moveA "Pro Gamer Move" is a strategic and tactical move in-game that shows that the player knows exactly what they are doing. The phrase has been defined online since the beginning of the millennium and gained fame rapidly because of its humorous context.professional gamingprogression systemThe that determine how a player improves their over the course of a game or several games, such as gaining s to level up characters, performing tasks to gain new abilities, or part of a improvement.PTrefers to 1] Combat points [i.e. Melee, Range, etc.] and 2] Skill points [i.e. Beginner, Expert, Elite, Master]; often used as reference to meet requirements; to be able to equip armors, weapons, as well as for crafting weapons, ammunition and armors for specialists, and to unlock next tier skills [i.e. 30 Beginner skill PT to unlock Expert skills]..pub1. Short for , as opposed to a private lobby.2. Players who play in public lobbies ["pubbies"].public lobbyA multiplayer lobby composed of random players found using in-game matchmaking tools.publisherThe company that [in whole or in part] finances, distributes and markets the game. This is distinct from the , though the publisher may own the developer.PUGPick-up Group. It is an abbreviation used in MMORPG, referring to a group of players formed on the fly, usually to carry out a mutually beneficial task. PUGs will disband after the common objective has been achieved.pulling1. RPG terminology that refers to engaging in combat from a distance, with the intent of luring a hostile NPC [or a group] to the player's location to fight them there.2. that refers to spinning the wheel in hopes of obtaining a rare or high-quality item or character.puzzle video gameA broad genre of video games involving puzzle solving.PvEPvPpwnedDominated by an opponent, usually another player. A deliberate misspelling of the word "owned".QAQQAn emoji that looks like a pair of teary eyes. Used as a taunt that means "cry more".QTEquality assuranceQuality Assurance teams for games will play through a title multiple times in an attempt to find and track down bugs, glitches and crashes in the game before it goes live. This process can start early in development and can last until after post-production. Not to be mistaken with .questAny objective-based activity created in-game for the purpose of either story [story quest] or character-level advancement [side quest]. Quests follow many common types, such as defeating a number of specific monsters, gathering a number of specific items, or safely escorting a non-player character. Some quests involve more-detailed information and mechanics and are either greatly enjoyed by players as a break from the common monotony or are reviled as uselessly more-complicated than necessary.An event within a game that typically requires the player to press an indicated controller button or move a controller's analog controls within a short time window to succeed in the event and progress forward, while failure to do so may harm the player-character or lead to a game-over situation. Such controls are generally non-standard for the game, and the action performed in a quick time event is usually not possible to execute in regular gameplay.quicksave1. A mechanism in a video game where progress to or from a can be done by pressing a single controller button or keystroke, instead of opening a file dialog to locate the save file. Typically, there is only one quickload location and quicksaving will overwrite any previously saved state.2. An option to use a one-time save which takes the player out of the game, allowing them to continue from where they last were and in the state they last were, thereby allowing the player to turn off the console or do something else with it without losing progress, but without gaining anything beyond that compared with not quicksaving. More common in handheld games, where an emphasis on short gameplay sessions encourages developers to give the player a way to play for shorter periods.quickscopingA technique in video games used to attack a target by quickly on a weapon and immediately shooting.rackradarragdollA type of procedural animation used by physics engines where static death animations have been replaced by a body going limp and collapsing in on itself, with the only animation acting on the body and its connected limbs being from the game's physics engine. This often gives the impression that a character is flailing or being flung around, like a rag doll.rageRage games are a genre designed to cause anger and frustration in the player, using unintuitive controls, unforeseeable obstacles, unfair challenges and/or taunting the player, often with the express stated purpose of causing the player to . Completing a rage game is commonly seen as a measure of determination and resolve as much as skill.rage quitraidA raid is a type of mission in a game where a number of people attempt to defeat either: [a] another number of people at player-vs-player [PVP], [b] a series of computer-controlled enemies [non-player characters; NPCs] in a player-vs-environment [PVE] battlefield, or [c] [superboss].random encounterA gameplay feature most commonly used in older Japanese role-playing games whereby combat encounters with non-player character [NPC] enemies or other dangers occur sporadically and at random without the enemy being physically seen beforehand.RDMreactivityRefers to the manner in which a game world reacts to and is changed by the player's choices. Examples include branching s in an RPG, or detailed interacting systems in a simulation or strategy game. A reactive game world offers a greater number of possible outcomes to a given action, but increases the complexity and cost of development.A type of ROM/ISO program which incrementally and gradually corrupts video game data in real time as the game is being played for the purpose of finding amusing or interesting results. The rate at which the data is corrupted and its severity can be changed by the user at will, enabling the game to be played in a corrupted state or to suddenly increase the intensity of the resultant glitches.A genre of video game where the player controls one or more units in real-time combat with human or computer opponents.rebootremakeremortingRestarting a game with a new character from level 1 after having a previous character.replay valueThe ability to play the game again with reasonable enjoyment.respawnThe reappearance of an entity, such as a character or object, after its death or destruction.respecingIn games where a gains skills along a by spending points, the act of respecing ["re-specialization"] allows the player to remove all skills and then respend those points on a different set of skills. This usually requires an expenditure of in-game money or other earned gameplay element.retrogamingThe playing or collecting of older personal computer, console, and arcade video games in contemporary times.review bombActions taken by players to leave negative reviews of a game or other form of media on a digital storefront or user-contributed as a form of protest due to actions typically unrelated to the game or media quality itself.reviveThe act of restoring a defeated character or entity to life that is not removed from play after their is gone; this is different from , which only occurs typically without outside intervention and when a character is removed from play after their health has been depleted.rezA character's ability that allows them to perform a , or a command to use the same. Abbreviation for Resurrect.rhythm gameA genre of video game requiring the player to perform actions in time to the game's music.RNGAbbreviation of Random Number Generation. Often used in games that depend on item drops or successful spawn rates to emphasise chances.rngesusPersonification of , in a similar fashion to traditional personifications of Lady Luck, often addressed in humor to plead for more favourable RNG. Portmanteau of RNG and Jesus; also called RNGsus, RNJesus, RNGod, or Random Number God.rocket jumpingA tactic used in certain games that include physics simulation and rocket launchers or explosives. The player aims their weapon at or near their 's feet, or stand their character where there will be an explosion, and use the force of the blast to propel the character beyond normal jumping ability.roguelikeA sub-genre of games primarily featuring levels, tile-based movement, , complex maps to explore, resource management, and . Games that lack some of those elements are usually better termed , but can be referred to as "Roguelites"; in particular, permadeath alone does not make a game Roguelike. Roguelikes are typically set in dungeons, but may contain an or other settings. Roguelike games are usually designed to be more challenging than typical games, with luck and memory playing a larger role. Named after the 1980 game Rogue.rogueliteGames that have some, but not all, features of Roguelike games. Typically they involve a different style of gameplay from the tile-based movement, but retain procedurally-generated levels, resource maps, and permanent death. While games may self-identify as Roguelites, it can also be used as a derogatory term. Often used instead of "Roguelike" by mistake, but the two are different.role-playing [RP]Behaviour not exclusive to s, roleplaying refers to a broad set of behaviours within video games where players change their behaviour to assume a role.role-playing video game [RPG]An RPG is a game in which the human player takes on the role of a specific character "class" and advances the skills and abilities of that character within the game environment. RPG characters generally have a wide variety of skills and abilities available to them, and much is involved in creating the best possible form of each of these character classes.This is different from games such as s [FPS], wherein the in those games are all standardized forms and the physical skills of the player involved are the determining factor in their success or failure within the game. In an RPG, a human player can be the best player in the world at the game, but if they are using a character build that is substandard, they can be significantly outplayed by a lesser player running a more-optimal character build.
ROM hackingThe process of modifying a ROM image of a video game to alter the game's graphics, dialogue, levels, gameplay, or other elements. This is usually done by technically inclined video-game fans to breathe new life into a cherished old game, as a creative outlet, or to make essentially new unofficial games using the old game's engine.roomIn video-game environments, a small, open area in a , typically self-contained, surrounded by walls and connected to adjacent rooms by doors. In many cases, specific types of such as enemies cannot travel between rooms, while the player can. Rooms are often used to reduce by only loading the entities in the player's current room, ‘pausing’ all other rooms.room-over-roomIn video-game environments, the placement of a directly above another room. This was impossible to achieve with the Doom engine which did mapping in 2D, with height variance done via numbers. In true 3D game engines to follow, such as those using the Quake engine, room-over-room became an easy effect to accomplish.roundRPG1. Abbreviation of .2. In military games, a rocket-propelled grenade.RTSrubber banding1. A game mechanic resulting from that alters the rules of the game to keep the game competitive and fun. It is most notable in racing games where human players may easily outdistance computer opponents; when this happens, the computer opponents are often given the ability to go faster than normal or to avoid certain obstacles as to allow them to catch up and outpace the player. The effect is likened to stretching and releasing a rubber band between the player and the computer opponent. This effect may also apply to human players as well, with the game providing [often unstated] handicaps for losing players to stay competitive.[citation needed]rushA tactic in strategy games where the player sacrifices economic development in favor of using many low-cost fast/weak units to rush and overwhelm an enemy by attrition or sheer numbers.[citation needed]It can also be used to refer to a quick "rush" onto an objective or point, with the intention to overwhelm by surprise or speed.
S RankAn achievement awarded to a player in a single level, song, round, or stage by finishing them without "Miss" or any mistakes, or for getting the highest scores or percentage cleared [usually above 90% or 98%].The term can mean a high rating level of an item or character within the confines of the game [as valuated by the developer], but it is also used by players in tierlists to refer to the top of the video game .
sandbox gameA game with a gameplay element that gives the player a great degree of creativity to complete tasks towards a goal within the game, if such a goal exists. Some games exist as pure sandbox games with no objectives; these are also known as non-games or software toys. Very common examples of sandbox games are ones where the player has the ability to create, modify, or destroy their environment, i.e., a game that includes some form of a game creation system. The term alludes to a child's sandbox where the child can create and destroy with no given objective. While '' and 'sandbox' are sometimes used interchangeably [or with only the implication of 'sandbox' being smaller], the terms refer to different concepts and are not synonymous.save pointA place in the game world of a video game where the player's progress in the game can be saved. Often, when the player dies or receives a Game Over, their progress will be reset back to the last Save Point that they used. Some games do not have specific save points, allowing the player to save at any point.save scummingThe manipulation of game save states to gain an advantage during play or achieve a particular outcome from unpredictable events. It is used, for example, in games that automatically delete any save files when the player-character dies.saved gameA file or similar data storage method that stores the state of the game in non-volatile memory, enabling the player to shut down the gaming system and then later restart the device and load the saved game state to continue playing from where they saved. Saved games may also be used to store the game's state before a difficult area that, should the player-character die, the player can try again without penalty.screen cheatThe act of looking at other players' areas of the screen when playing , giving the screen cheater an unfair advantage. The 2014 game Screencheat derives both its name and core gameplay from this act.score attackA mode of gameplay that challenges the player to earn the highest score possible in a game level or through the whole game.scuffedPoor quality.season1. The full set of that is planned to be added to a video game, which can be entirely purchased with a 2. A finite period of time in a in which new content, such as themes, rules, modes, et cetera, becomes available, sometimes replacing prior time-limited content. Notable games that use this system include Star Wars: Battlefront II and Fortnite Battle Royale.season passA purchase made in addition to the cost of the base game that generally enables the purchaser access to all that is planned for that title without further cost.second-party developerA developer which, despite not being owned by a console maker nonetheless produces games solely for that maker's consoles. Often they have a special arrangement involved. Due to the ambiguity from the player's perspective, these developers are often referred to as . Games developed by second-party developers are often called 'second-party games.'secret characterA that is only available to the player after meeting some sort of requirement; such as beating the game, completing optional challenges, entering or even hacking the game [as some secret characters may be intended to not be in the game, but are still present in the game's code]. Secret characters may initially appear as .[citation needed]secret levelsequence breakingManipulating a game to carry out events out of their intended order. Sequence breaking can be used to a game, obtain desirable items earlier in a game's story than intended, unlock content faster, or induce other glitches that may be utilised for advantageous means.Shoot 'em Up [SHMUP]shootershovelwareA widely-licensed video game released in large volume with little attention to quality.shoulder buttonA larger button usually placed on the rear or top of a gamepad that is usually pressed or held down with the index or middle finger. It can also be used as a modifier for certain actions performed with analog stick movement or face button presses.show modeside-scrolling video gameA game in which the action is viewed from a side-view camera angle and the screen follows the player as they move.side questAn optional which does not advance the .simulation video game [sim]A game genre that simulates some aspect of reality and is usually open-ended with no intrinsic goal. Inclusive definitions allow for any video game that models reality, such as sports games, while exclusive definitions generally focus on city-building games, vehicle simulation games, or both.simcadeA term for a simulator that combines its serious elements with the fun factor of an arcade video game. Often used as a derogatory term by opponents of certain videogames.single-playersisteringThe act of two or more guilds banding together to become stronger. This is done to make certain tasks easier with frequent cooperation between guilds, and more.skill treeA simplified example of a skill tree structure, in this case for the usage of firearms
A character-development gaming mechanic typically seen in . A skill tree consists of a series of skills [sometimes known as ] which can be earned as the player or otherwise progresses their . These skills grant benefits; for example, giving the character the ability to perform a new action, or giving a boost to one of the character's stats.A skill tree is called a "tree" because it uses a tiered system and typically branches out into multiple paths. A tiered skill tree will require a player to achieve certain skills before the next tier of skills become available. The player may be required to achieve all skills in one tier before moving on to the next, or may only be required to complete prerequisites for individual branches. Skill trees are a common tool used for in-game by game designers. Skill trees also offer a "game within a game" in which players are not only playing a video game, but their decisions on how they allocate points into their skill trees will affect their overall gaming experience.
The action roleplaying game Diablo II, released in 2000, is often cited as the true innovator of in-depth skill trees.
skinA customization option for a player's in-game or equipment that changes its appearance. Skins are featured as part of loot drops, with most games rewarding them based on scarcity or by awarding skins for completing certain objectives or placing high in competitive modes. This enables players to display rare achievements or high skill level.Skins can also be obtained through in-app purchases or from game currency, depending on the game and the developer's monetization methodology. In gacha games, for instance, skins of some characters may require the purchase of a bundle, while others are more easily accessible through spending diamonds acquired in the game instead of the player's cash.
Skins may be only decorative, or they can also provide the character with stat boosts.
skirmish modeA game mode in which players can fight immediate battles without having to go through the linear, story-based . It is popular in games.SMPsmurfsoftlockA situation where further progress in a game becomes impossible, but the game itself doesn't crash [or hard lock]. An example of a no-win situation, softlocks can occur as the result of glitches in gameplay, the use of s, , or as a result of poor game design.sound testA page or option in which the game makes noise to confirm that the player's audio equipment is working and at a good volume.SoulsborneA game developed by FromSoftware, a portmanteau of Dark Souls and Bloodborne.SoulslikeA game genre based on gameplay from the Dark Souls series, typically where character death due to the high level of difficulty is a core mechanic.spammingRepeated use of the same item or action [e.g. chat message, combo, weapon].spawnThe place where a character or item is placed in the game world. Also see .spawn campingspectator mode1. A game mode that allows a player to view the world without restrictions, but without being able to interact with the game world in any way.2. A game mode that allows a player to view the world through another player's eyes.specializationspecsShort for specifications, used to describe the details of a player's stats, gear or build.speedrunAn attempt to complete a game as fast as possible. Depending on the rules for the speedrun, players may exploit glitches or bugs in the game to speed their progress.splash damageAlthough only the blue player in the center takes a direct hit, everyone within the circle takes splash damage. The damage may decrease further from the point of impact; this is known as damage falloff.
Attacks with an explosive or other component deal splash damage, affecting the area around the attack's impact. Splash damage is particularly useful against game targets that dodge well. However, splash damage weapons are also dangerous since they can damage the shooter and are not preferred in close-quarters combat. Such weapons are typically aimed at an opponent's feet; this ensures that the impact point is near enough for splash damage to cover the opponent in the event that the shot misses. Usually splash damage is separate from the damage of a direct hit with an attack, and the two may or may not both affect the target. Often there is damage falloff, meaning the further away from the center of the attack a target is, the lower the splash damage.split-screen multiplayerA game that presents two or more views seen by different players in a multiplayer game on the same display unit.spray and prayThe act of blindly firing an automatic weapon with the intent of potentially hitting the target; tends to be ineffective.squeakerA usually derogatory term that refers to young gamers that use voice chat, the word referring to their high-pitched voice as a result of them not having hit puberty yet.stagestat pointA discrete number of points for the player to distribute among their character's attributes, e.g., to choose their player's trade-offs between strength, charisma, and stamina.[]status effectAn overarching term that covers both and . Essentially, any effect to a character that is outside of the normal baseline is a status effect. Common negative status effects are poisoning [damage over time], petrification/paralysis [inability to move], or armor/damage reduction [lowering of defensive/offensive abilities]. Common positive status effects include a heal-over-time [a small, pulsing heal that triggers multiple times over a set period], armor/damage increases, or speed increases.strafingstrategy guidePrinted or online manuals that are written to guide players through a game, typically offering maps, lists of equipment, moves, abilities, enemies, and secrets, and providing tips and hints for effective play strategies.strategy video gameA game genre which emphasizes consideration and planning to achieve victory. Subgenres include , strategy and wargames.stream-snipingWhen a player watches another [usually professional] player livestream a game to locate their position and/or their plans and gain the upper hand on them. This practice most commonly occurs in online multiplayer games and is generally frowned uponstreaming mediaVideo and audio that is continuously fed from a server to a client and presented to the end user. In gaming, this may be used to watch a live or recorded demonstration of a game, or to play a game through .stun lockA situation whereby the player character cannot act for a long period of time due to being periodically stunned. Often caused by being staggered by repeated attacks from multiple enemies.subgamesuperbossAn optional super powerful boss, typically more powerful and harder to beat than the game's main final boss.survival gameA game set in a hostile open-world environment where characters are challenged to collect resources, craft items, and survive as long as possible.survival modeA type of game mode in co-operative multiplayer games. Players work together to defend one or more objectives or simply to have at least one man standing as they fight through discrete waves of enemies, with each subsequent wave featuring more numerous and powerful enemies. Such modes often include elements of tower defense games where players can deploy defensive tools such as turrets or traps to injure or slow enemies. The game may offer short periods between waves where players can spend in-game currency or similar points to improve their defenses, their equipment, or similar boosts. Horde modes can be based on a fixed number of waves or in an endless mode where players attempt to last as long as possible.survival multiplayerA common Minecraft server multiplayer game mode where players start out with no items, a health bar, and are able to die [as opposed to creative mode, where players are immortal]. The most well-known example of this is the Dream SMP.sweatA somewhat derogatory term to refer to players with a highly competitive attitude in situations that don't call for it. Synonymous with .T-poseA positioning of a character model in a video game with the character standing upright and arms up to the side. Typically used as a default position for 3D character models, this is often seen in games as a glitch or result of software bugs.tankA character with abilities or equipment to have high and damage mitigation that draws from opponents and receives enemy attacks so that teammates can concentrate on their attacks or objectives. Common in MMORPGs.tank controlsA character movement control system in which up and down directional inputs move the player character forward or backward, while sideways directional inputs rotates the character, similar to how a tank's movement is controlled.targetingA strategy used in online games where the player continuously kills or attacks the same opponent, ignoring the others surrounding them. It is often seen as unsportsmanlike behaviour in gaming.tauntA tactic and an effect used during turn-based fights in which a character [usually with high defense or – see ] tricks opponents into attacking him/herself instead of the rest of the team.teabaggingA type of action used in multiplayer games where a victorious player-character repeatedly crouches down and stands back up [functions that are a common part of standard gameplay] over the head of knocked down or dead opponent, simulating the sexual act of the same name. The act is usually considered disrespectful and provocative, intended to irritate their opponents and make them act irrationally. While the act of teabagging is generally associated with first or third-person shooters, similar actions in other game genres have become synomous with teabagging.Team AceA term exclusive to Valorant where each individual member of one team killed one individual member of the opposing team.team deathmatchteamkillThe killing of teammates through destruction or damage done to allies, such as through deliberate shooting of teammates. Teamkilling is often identified as unsportsmanlike behavior.technology treetelefragA or kill which occurs when a player uses a teleporter to get to a location occupied by another character. This character is killed and the player-character landing on them is granted credit for the kill.telegraphing1. Animations or similar visual and audible indicators that indicate to a player what actions an opponent will take. Often used as part of computer-controlled artificial intelligence to help the player avoid or block attacks or make counter-attacks.2. [in multiplayer games] The actions a player does, revealing to their opponent or opponents what attack they'll do next. Usually considered a sign of predictability, but for some characters it may be necessary.test roomA that is used by to test the movements, actions and control of a game's , which is usually removed from the game before it is released.theorytheorycraftthird partyWhen two teams or players are in a fight and a third team or player attempts to kill one or both of the teams. The term was likely popularized in battle royale games such as Fortnite but can be heard in first-person shooter games. [Also known as a "third party kill" or "third partying"]third person point of viewA view where the is seen on screen.throwingthumbsticktickAn increment of damage or healing periodically caused by a or effect.tile-matching video gameA type of where the player manipulates tiles in order to make them disappear according to a matching criterion. If this number is three, the game is called a .tiltWhen a player gets angry at someone or something, often resulting in reduced quality of play.A game mode that challenges player[s] to complete a level or the game within a fixed amount of game time or in the fastest time possible. Often the best times are recorded for other players to see.When a game releases exclusively for one but may release for other platforms when the exclusivity period expires.Time to kill [TTK for short] is the average amount of time it takes to kill an opponent in a firefight.title screenThe initial screen of a computer, video, or arcade game after the credits and logos of the game developer and publisher are displayed. Early title screens often included all the game options available [single player, multiplayer, configuration of controls, etc.] while modern games have opted for the title screen to serve as a splash screen. This can be attributed to the use of the title screen as a loading screen, in which to cache all the graphical elements of the main menu. Older computer and video games had relatively simple menu screens that often featured pre-rendered artwork.
In arcade games, the title screen is shown as part of the loop, usually after a game demonstration is played. The title screen and high score list urge potential players to insert coins. In console games, especially if the screen is not merged with the main menu, it urges the player to press start. Similarly, in computer games, the message "Hit any key" is often displayed. Controls that lack an actual "Start" button use a different prompt; the Wii, for example, usually prompts to press the "A" button and the "B" trigger simultaneously, as in Super Mario Galaxy 2 or Mario Party 9. often parody the style of the title that inspired them.