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{{Use American English|date=August 2014}}
{{Use mdy dates|date=May 2018}}
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{{Original research|date=May 2016}}
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{{More citations needed|date=May 2016}}
{{More citations needed|date=November 2023}}
{{Overly detailed|date=September 2017}}
{{Unreliable sources|date=September 2017}}
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Since the origin of [[video game]]s in the early 1970s, the [[video game industry]], the [[gamer|player]]s, and [[video game culture|surrounding culture]] have spawned a wide range of technical and slang terms.
{{Inc-vg|date=April 2015}}
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This is a '''glossary of video game terms''' which lists the general terms as commonly used in Wikipedia articles related to [[video game]]s and its [[Video game industry|industry]].


==0–9==
==0–9==
{{Glossary}}
{{Glossary}}


{{term|1CC}}
{{Term|1-up|content=[[1-up]]}}
{{defn|Abbreviation of one-credit completion or one-coin clear. To complete an [[Arcade video game|arcade]] (or arcade-style) game without using continues.<ref>{{cite web|url=https://www.usgamer.net/articles/croixleur-sigma-pc-review-hack-slash-dash|title=Croixleur Sigma PC Review: Hack, Slash, Dash|website=U.S. Gamer|date=12 May 2014|access-date=11 June 2020|archive-date=21 November 2022|archive-url=https://web.archive.org/web/20221121053903/https://www.usgamer.net/articles/croixleur-sigma-pc-review-hack-slash-dash|url-status=dead}}</ref>}}
{{Defn|An object that gives the player an extra {{gli|life}} (or try) in games where the player has a limited number of chances to complete a game or level.}}


{{term|1-up|content=[[Life_(video_games)#Extra_lives|1-up]]}}
{{Term|1CC}}
{{defn|An object that gives the player an extra {{gli|life}} (or attempt) in games where the player has a limited number of chances to complete a game or level.<ref>{{cite book|url= |title=The Parent's Guide to Video Games |date= 1994|access-date=|isbn=978-1-55958-474-6 |last1=Schwartz |first1=Steven A. |last2=Schwartz |first2=Janet |publisher=Prima Pub. }}</ref>}}
{{Defn|Abbreviation of "one credit clear" or "one coin completion". The act of completing an {{gli|arcade game}} without using more than one credit (i.e. credit-feeding), although it can also be applied to any console or PC game that uses some form of {{gli|continue}}s (the term "no continue clear" is sometime used in such instances). The term "1LC" (one life completion) or "no miss clear" are used instead when completing a game without losing a {{gli|life}} as well (if the game has lives). This can be further extended into a "no damage clear" or "no damage completion" in games where the player-character has a {{gli|health}} gauge. Some arcade games offer special ending sequences or challenges when the player achieves a 1CC.}}

{{term|100%}}
{{defn|To collect all collectibles within a game, either indicated within games as a percentage counter or determined by player community consensus.<ref name=AGDQ2019>{{cite web |last1=Good |first1=Owen S. |title=Awesome Games Done Quick 2019: everything you need to know about the first day |work=[[Polygon (website)|Polygon]] |date=2019-01-05 |url=https://www.polygon.com/2019/1/5/18169934/awesome-games-done-quick-2019-where-to-watch-schedule-preview |language=en-US |access-date=2019-01-05 |df=mdy-all }}</ref>}}


{{Term|1v1}}
{{Term|1v1}}
{{Defn|Abbreviation of 1 versus 1, which means two players battling against each other. {{crossref|selfref=no|See {{gli|player versus player}}.}}}}
{{Defn|An abbreviation of 1 versus 1, denoting two players battling against each other. Can be extended to any {{gli|player versus player}} grouping, such as '2v2' to mean two teams of two battling each other, or "1v4" to refer to a team of four players against one (as seen in [[Multiplayer video game#Asymmetrical_gameplay|asymmetrical gameplay]]).}}


{{Term|2D graphics|content=[[2D computer graphics|2D graphics]]}}
{{Term|2D graphics|content=[[2D computer graphics|2D graphics]]}}
{{Defn|Graphic rendering technique in a two-dimensional perspective, often using [[Sprite (computer graphics)|sprites]].}}
{{Defn|Graphic rendering technique in a two-dimensional perspective, often using [[Sprite (computer graphics)|sprites]].}}


{{Term|2.5D graphics|content=[[2.5D|2.5D graphics]]}}
{{Term|2.5D graphics|content=[[2.5D]] graphics}}
{{Defn|Graphic rendering technique of three-dimensional objects set in a two-dimensional plane of movement.}}
{{Defn|{{ghat|Also '''[[Isometric video game graphics|isometric graphics]]'''.}}Graphic rendering technique of three-dimensional objects set in a two-dimensional plane of movement. Often includes games where some objects are still rendered as [[Sprite (computer graphics)|sprites]].}}

{{term|360 no-scope|content=[[trick-shot|360 no-scope]]}}
{{Defn|A 360 no-scope usually refers to a trick shot in a first or third-person shooter video game in which one player kills another with a sniper rifle by first spinning a full circle and then quickly shooting without looking through the scope.}}


{{Term|3D graphics|content=[[3D computer graphics|3D graphics]]}}
{{Term|3D graphics|content=[[3D computer graphics|3D graphics]]}}
{{Defn|Graphic rendering technique featuring three-dimensional objects.}}
{{Defn|Graphic rendering technique featuring three-dimensional objects.}}

{{Term|4K|content=[[4K resolution]]}}
{{Defn|An aspect ratio of digital display devices such as televisions and monitors, supporting up to 3840 × 2160 pixel (roughly 4 kilopixels wide) resolutions.}}


{{Term|4X|content=[[4X]]}}
{{Term|4X|content=[[4X]]}}
{{Defn|A genre of strategic video games, short for "explore, expand, exploit, and exterminate".}}
{{Defn|A 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.}}


{{Term|8-bit}}
{{Term|8-bit}}
{{Defn|A descriptor for hardware or software that arose during the [[History of video game consoles (third generation)|third generation of video game consoles]], targeting [[8-bit]] computer architecture.}}
{{Defn|A descriptor for hardware or software that arose during the [[third generation of video game consoles]], targeting [[8-bit]] computer architecture.}}

{{Term|8K|content=[[8K resolution]]}}
{{Defn|An aspect ratio of digital display devices such as televisions and monitors, supporting up to 7680 × 4320 pixel (roughly 8 kilopixels wide) resolutions.}}


{{Term|16-bit}}
{{Term|16-bit}}
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{{Term|AAA|content=[[AAA (video game industry)|AAA]]{{anchor|Triple A|triple A}}|id=AAA<!--this parameter is required for a capitalized term link; otherwise it links aAA-->}}
{{Term|AAA|content=[[AAA (video game industry)|AAA]]{{anchor|Triple A|triple A}}|id=AAA<!--this parameter is required for a capitalized term link; otherwise it links aAA-->}}
{{Defn|{{ghat|Also '''triple A'''.}}A high-budget game with a large development team, or game studios that make them. AAA games are usually {{gli|multiplatform}}, have multimillion dollar budgets, and expect to sell millions of copies.<ref name="About: AAA">{{cite web|url=http://gameindustry.about.com/od/glossary/g/Aaa-Game.htm |accessdate=February 2, 2014 |title=AAA Game |last1=Schultz |first1=Warren |work=[[About.com]] |publisher=[[IAC/InterActiveCorp]] |archiveurl=https://www.webcitation.org/6N5bJUeH9?url=http://gameindustry.about.com/od/glossary/g/Aaa-Game.htm |archivedate=February 2, 2014 |deadurl=no |df=mdy }}</ref><ref name="in-app purchase">{{cite web|url=http://www.techopedia.com/definition/27510/in-app-purchasing |accessdate=May 28, 2014 |title=In-App Purchasing |last1=Janssen |first1=Cory |work=Technopedia |archiveurl=https://www.webcitation.org/6PulvIkwL?url=http://www.techopedia.com/definition/27510/in-app-purchasing |archivedate=May 28, 2014 |deadurl=no |df=mdy }}</ref>}}
{{Defn|{{ghat|Also '''triple A'''.}}A high-budget game with a large development team. AAA games are usually {{gli|multiplatform}} or are {{gli|first-party developer|first-party}}, have multimillion-dollar budgets, and expect to sell millions of copies.<ref name="About: AAA">{{cite web|url=http://gameindustry.about.com/od/glossary/g/Aaa-Game.htm |access-date= |title=AAA Game |last1=Schultz |first1=Warren |work=[[About.com]] |publisher=[[IAC/InterActiveCorp]] |archive-url=https://web.archive.org/web/20140327174731/http://gameindustry.about.com/od/glossary/g/Aaa-Game.htm |archive-date=March 27, 2014 |url-status=dead|df=mdy }}</ref><ref name="in-app purchase">{{cite web|url=http://www.techopedia.com/definition/27510/in-app-purchasing |access-date=May 28, 2014 |title=In-App Purchasing |last1=Janssen |first1=Cory |work=Technopedia |date=8 March 2012 |archive-url=https://web.archive.org/web/20140529084527/http://www.techopedia.com/definition/27510/in-app-purchasing |archive-date=May 29, 2014 |url-status=live |df=mdy }}</ref>}}


{{Term|Abandonware|content=[[abandonware]]}}
{{Term|Abandonware|content=[[abandonware]]}}
{{Defn|The idea of a game being forgotten about or abandoned by its developers for any number of reasons, including copyright issues.<ref name="VGVJS">{{cite web|url=http://www.leelaughead.com/video-game-vocabulary-jargon-and-slang|publisher=[[Lee Laughead]]|access-date=May 2, 2015|title=Video Game Vocabulary, Jargon, and Slang}}</ref>}}
{{Defn|A game that is forgotten about or abandoned by its developers for any number of reasons, including copyright issues.<ref name="VGVJS">{{cite web|url=http://www.leelaughead.com/video-game-vocabulary-jargon-and-slang|publisher=Lee Laughead|access-date=May 2, 2015|title=Video Game Vocabulary, Jargon, and Slang}}{{Dead link|date=July 2022 |bot=InternetArchiveBot |fix-attempted=yes }}</ref>}}


{{Term|Act|content=act}}
{{Term|ace}}
{{Defn|Usually used within [[First-person shooter|first-person shooters]], where a single player manages to eliminate the entire opposing team by themselves while their teammates are alive. Can also be used to describe situations where a player manages to complete a possibly difficult section of game flawlessly. Comparable to {{gli|pentakill}} in competitive games with teams made up of 5 players, such as [[Multiplayer online battle arena|MOBAs]]. {{crossref|selfref=no|Not to be confused with {{gli|Team Ace}}.}}<ref name="teamace">{{cite web |title=Team Ace in Valorant: What does it mean? |url=https://www.sportskeeda.com/valorant/team-ace-valorant-what-mean |website=Sportskeeda |author=Manodeep Mukherjee |date=23 July 2022 |access-date=1 August 2022}}</ref>}}
{{Defn|Sometimes used to refer to individual {{gli|level|levels}} or groups of levels that make up a larger {{gli|world}} or storyline.}}

{{Term|Achievement|content=[[Achievement (video games)|achievement]]{{anchor|achievement|achievements|badge|trophy|medal|cheevo}}}}
{{Defn|{{ghat|Also '''badge''', '''trophy''', '''medal''', '''cheevo'''.}} Meta-goals defined outside a game's parameters. May be external achievements such as those on [[Xbox Live]] or [[Steam (service)|Steam]], internal achievements such as those in ''[[Clash of Clans]]'', or both.}}

{{Term|achievement hunter}}
{{Defn|A player who attempts to collect all {{gli|achievement|achievements}} in a game. Achievement hunters tend to be {{gli|completionist|completionists}}.}}

{{Term|act}}
{{Defn|Sometimes used to refer to individual {{gli|level|levels}} or groups of levels that make up a larger {{gli|world}} 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.}}


{{Term|Action game|content=[[action game]]}}
{{Term|Action game|content=[[action game]]}}
{{Defn|A game genre emphasizing physical challenges, hand–eye coordination and reflexes. It includes fighting games, {{gli|shooter}}s, and {{gli|platformer}}s.}}
{{Defn|A game genre emphasizing hand–eye coordination, reflexes, timing, and other physical skills. It includes fighting games, {{gli|shooter}}s, and {{gli|platformer}}s.}}


{{Term|Action point|content=action point {{anchor|AP}}(AP)}}
{{Term|Action point|content=action point {{anchor|AP}}(AP)}}
{{for|the film|Action Point}}
{{Defn|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.<ref>{{cite book|last1=Gibson|first1=Jeremy|title=Introduction to Game Design, Protoyping, and Development From Concept to Playable Game - With Unity and C#|date=2014|publisher=Addison-Wesley Professional|isbn=9780321933164|page=194}}</ref><ref>{{cite book|last1=Slavicsek|first1=Bill|last2=Baker|first2=Richard|last3=Mearls|first3=Mike|title=Dungeons & Dragons For Dummies|date=2008|publisher=Wiley|location=Hoboken, New Jersey|isbn=9780470406397|page=86|edition=4th|url=https://books.google.com/books?id=HePOAgAAQBAJ&pg=PA86|accessdate=May 24, 2016}}</ref>}}
{{Defn|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.<ref>{{cite book|last1=Gibson|first1=Jeremy|title=Introduction to Game Design, Protoyping, and Development From Concept to Playable Game – With Unity and C#|date=2014|publisher=Addison-Wesley Professional|isbn=978-0-321-93316-4|page=194}}</ref><ref>{{cite book|last1=Slavicsek|first1=Bill|last2=Baker|first2=Richard|last3=Mearls|first3=Mike|title=Dungeons & Dragons For Dummies|date=2008|publisher=Wiley|location=Hoboken, New Jersey|isbn=978-0-470-40639-7|page=86|edition=4th|url=https://books.google.com/books?id=HePOAgAAQBAJ&pg=PA86|access-date=May 24, 2016}}</ref>}}


{{Term|Action role-playing game|content=[[action role-playing game]] {{anchor|ARPG}}(ARPG)}}
{{Term|Action role-playing game|content=[[action role-playing game]] {{anchor|ARPG}}(ARPG)}}
{{Defn|A genre of {{gli|role-playing video game}} where battle actions are performed in real-time instead of a turn-based mechanic.}}
{{Defn|A genre of {{gli|role-playing video game}} where battle actions are performed in real-time instead of a turn-based mechanic.}}


{{Term|Actions per minute|content=[[actions per minute]] {{anchor|APM}}(APM)}}
{{Term|adaptive Music|content=[[adaptive music]]{{anchor|adaptive music|dynamic music}}}}
{{Defn|Game music which changes and reacts to the actions of the player and state of the game in an attempt to better reflect the game atmosphere.<ref>{{cite web |last1=Clark |first1=Andrew |title=Defining Adaptive Music |url=https://www.gamasutra.com/view/feature/129990/defining_adaptive_music.php?page=3 |website=Gamasutra |date=18 April 2007 |access-date=2 June 2020}}</ref>}}
{{Defn|The total number of actions the player can perform in a minute. Most professional-level players train with an emphasis on high APM in addition to raw skill.{{citation needed|date=January 2018}}}}


{{Term|Adds|content=Adds{{Anchor|Adds}}}}
{{Term|adaptive AI|content=[[adaptive AI]]}}
{{Defn|A form of artificial intelligence which takes data based on how the player performs and uses it to learn to better counter the player.}}{{citation needed|date=June 2023}}
{{Defn|Commonly used in {{gli|role-playing video game}} and {{gli|massively multiplayer online-role-playing game|MMORPGs}} where the boss calls in for reinforcements to help them take down the party members.}}

{{Term|add-on|noid=y}}<!--anchored at downloadable content-->
{{Defn|1={{crossref|selfref=no|See {{gli|downloadable content}}.}}}}

{{Term|adds|content=adds{{Anchor|adds}}}}
{{Defn|A term used commonly in {{gli|role-playing video game}}s, {{gli|massively multiplayer online-role-playing game|MMORPGs}} and [[beat-'em-up]]s, referring to the "additional enemies" called in by bosses during encounters.}}


{{Term|Adventure game|content=[[adventure game]]}}
{{Term|Adventure game|content=[[adventure game]]}}
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{{Term|AFK|content=AFK{{Anchor|AFK}}}}
{{Term|AFK|content=AFK{{Anchor|AFK}}}}
{{Defn|Away from keyboard. Generally said through a chat function in online multiplayer games when a player intends to be temporarily unavailable. The term BRB (be right back) from [[texting]] is also used, although whether these two terms are interchangeable varies from person to person.}}
{{Defn|Meaning "away from keyboard". Generally said through a chat function in online multiplayer games when a player intends to be temporarily unavailable.<ref>{{cite book|url=https://books.google.com/books?id=hLVJd05sKS4C|page=304|first=Scott|last=Jennings|title=Massively Multiplayer Games for Dummies|publisher=[[Wiley (publisher)|Wiley]]|year=2006|isbn=9780471793113}}</ref>}}


{{Term|Aggro|content=aggro}}
{{Term|aggro}}
{{Defn|An abbreviation of 'aggravation' or 'aggression'. 'Causing aggro' in a video game means to attract hostile attention from NPCs to attack the player-character. 'Managing aggro' involves keeping aggressive NPCs from overwhelming the player or {{gli|party}}. The term may be facetiously used in reference to irritated bystanders ('wife aggro', 'mother aggro', etc). {{crossref|selfref=no|Also see {{gli|hate}}.}}}}
{{Defn|An abbreviation of 'aggravation' or 'aggression'. 'Causing aggro' or 'aggroing' in a video game means to attract hostile attention from NPCs or enemies to attack the player-character. 'Managing aggro' involves keeping aggressive NPCs from overwhelming the player or {{gli|party}}.<ref name=Bennerstedt>{{cite journal|url=https://gup-server.ub.gu.se/v1/asset_data/102152.pdf|title=How gamers manage aggression: Situating skills in collaborative computer games|last1=Bennerstedt|first1=Ulrika|last2=Ivarsson|first2=Jonas|last3=Linderoth|first3=Jonas|journal=International Journal of Computer-Supported Collaborative Learning|date=2012|access-date=2022-02-19|volume=7|pages=50–51|doi=10.1007/s11412-011-9136-6|s2cid=1595007|archive-url=https://web.archive.org/web/20220219065921/https://gup-server.ub.gu.se/v1/asset_data/102152.pdf|archive-date=2022-02-19|url-status=live |issn = 1556-1607}}</ref> The term may be facetiously used in reference to irritated bystanders ('wife aggro', 'mother aggro', etc). {{crossref|selfref=no|Also see {{gli|hate}} and {{gli|rushdown}}.}}}}


{{Term|Aimbot|content=[[Cheating in online games#Aimbots and triggerbots|aimbot]]{{Anchor|Aimbot}}}}
{{Term|Aimbot|content=[[aimbot]]{{Anchor|Aimbot}}}}
{{Defn|A {{gli|first-person shooter}} {{gli|cheat}} that lets players shoot other player-characters without aiming. In most cases, the aiming reticle [[target acquisition|locks on]] to a target within the player's line of sight and the player only has to pull the trigger. Aimbots are one of the most popular cheats in multiplayer FPS, used since 1996's ''[[Quake (video game)|Quake]]''.<ref name="Davidson">{{cite book|last1=Davidson|first1=Drew|last2=Kelley|first2=Heather|authorlink2=Heather Kelley|last3=Kücklich|first3=Julian|last4=Walz|first4=Steffen P.|last5=Böttger|first5=Matthias|title=Space Time Play: Synergies Between Computer Games, Architecture and Urbanism: the Next Level|date=2007|publisher=Birkhäuser|location=Basel|isbn=9783764384142|url=https://books.google.com/books?id=isgsj244XeQC&pg=PA119|accessdate=March 3, 2017|language=en}}</ref>{{rp|119}} {{crossref|selfref=no|Compare to the feature {{gli|auto-aim}}.}}}}
{{Defn|A {{gli|first-person shooter}} {{gli|cheat}} that lets players instantly or near-instantly target other players without having to manually aim. In most cases, the aiming reticle [[target acquisition|locks on]] to a target within the player's line of sight and the player only has to pull the trigger. Aimbots are one of the most popular cheats in multiplayer FPS, used since 1996's ''[[Quake (video game)|Quake]]''.<ref name="Davidson">{{cite book|last1=Davidson|first1=Drew|last2=Kelley|first2=Heather|author-link2=Heather Kelley|last3=Kücklich|first3=Julian|last4=Walz|first4=Steffen P.|last5=Böttger|first5=Matthias|title=Space Time Play: Synergies Between Computer Games, Architecture and Urbanism: the Next Level|date=2007|publisher=Birkhäuser|location=Basel|isbn=978-3-7643-8414-2|url=https://books.google.com/books?id=isgsj244XeQC&pg=PA119|access-date=March 3, 2017|language=en}}</ref>{{rp|119}} {{crossref|selfref=no|Compare to the feature {{gli|auto-aim}}.}}}}


{{Term|Aiming down sights|content=aiming down sights {{anchor|ADS}}(ADS)}}
{{Term|Aiming down sights|content=aiming down sights {{anchor|ADS}}(ADS)}}
{{Defn|{{ghat|Also '''aim down sights'''.}}Refers to the common alternate method of firing a gun in a {{gli|first-person shooter}} (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.}}
{{Defn|{{ghat|Also '''aim down sights'''.}}Refers to the common alternate method of firing a gun in a {{gli|first-person shooter}} (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.}}


{{Term|Alpha release|content=[[alpha release]]}}
{{Term|Alpha release|content=[[alpha release]]}}
{{Defn|An initial, incomplete version of a game. Alpha versions are usually released early in the development process to test a game's most critical functionality and prototype design concepts. {{crossref|selfref=no|Compare with {{gli|beta release}}.}}}}
{{Defn|An initial, incomplete version of a game. Alpha versions are usually released early in the development process to test a game's most critical functionality and prototype design concepts. {{crossref|selfref=no|Compare with {{gli|beta release}}.}}}}


{{Term|Always-on DRM}}
{{Term|alt}}
{{Defn|Short for 'alternate', the focus on gameplay/progression/development of other available characters (or classes) in a game after one has completed the development of a favored 'main' character.
{{crossref|selfref=no|Compare with {{gli|main}}.}}}}

{{Term|always-on DRM}}
{{Defn|A type of {{gli|digital rights management}} (DRM) that typically requires a connection to the Internet while playing the game.}}
{{Defn|A type of {{gli|digital rights management}} (DRM) that typically requires a connection to the Internet while playing the game.}}


{{Term|Analog stick|content=[[analog stick]]{{anchor|control stick|thumbstick}}}}
{{Term|Analog stick|content=[[analog stick]]{{anchor|control stick|thumbstick}}}}
{{Defn|{{ghat|Also '''control stick''' and '''thumbstick'''.}}A small variation of a {{gli|joystick}}, usually placed on a {{gli|game controller}} to allow a player more fluent 2-dimensional input than is possible with a {{gli|D-pad}}.<ref name="Controller">{{cite web|url=http://www.1up.com/features/controller-history|title=Controller History Dynamite|publisher=''[[1UP.com]]''|last=Kohler|first=Chris|date=September 13, 2005|deadurl=yes|archiveurl=https://web.archive.org/web/20150525120259/http://www.1up.com/features/controller-history|archivedate=May 25, 2015|df=mdy-all}}</ref>}}
{{Defn|{{ghat|Also '''control stick''' and '''thumbstick'''.}}A small variation of a {{gli|joystick}}, usually placed on a {{gli|game controller}} to allow a player more fluent 2-dimensional input than is possible with a {{gli|D-pad}}.<ref name="Controller">{{cite web|url=http://www.1up.com/features/controller-history|title=Controller History Dynamite|website=[[1UP.com]]|last=Kohler|first=Chris|date=September 13, 2005|url-status=dead|archive-url=https://web.archive.org/web/20150525120259/http://www.1up.com/features/controller-history|archive-date=May 25, 2015|df=mdy-all}}</ref>}}


{{Term|animatic}}
{{Term|animatic}}
{{Defn|A partially animated [[storyboard]] with sound effects used during early game development.<ref name="Dille">{{cite book|first1=Flint|last1=Dille|first2=John Zuur|last2=Platten|title=The Ultimate Guide to Video Game Writing and Design|year=2007|publisher=Lone Eagle Publishing|location=New York|ISBN=978-1-58065-066-3}}</ref>}}
{{Defn|A partially animated [[storyboard]] with sound effects used during early game development.<ref name="Dille">{{cite book|first1=Flint|last1=Dille|first2=John Zuur|last2=Platten|title=The Ultimate Guide to Video Game Writing and Design|year=2007|publisher=Lone Eagle Publishing|location=New York|isbn=978-1-58065-066-3}}</ref>}}


{{Term|animation priority}}
{{Term|animation priority}}
{{Defn|A 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 [[Souls (series)|''Souls'']] and ''[[Monster Hunter]]'' series are based on gameplay using animation priority.<ref>{{cite web | url = https://kotaku.com/the-history-behind-dark-souls-most-controversial-move-1722340152 | title= The History Behind Dark Souls' Most Controversial Move, The Backstab | first = Patrick | last= Klepek | date = August 5, 2015 | accessdate = February 26, 2018 | work = [[Kotaku]] }}</ref>}}
{{Defn|A 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.<ref>{{cite web | url=https://kotaku.com/the-history-behind-dark-souls-most-controversial-move-1722340152 | title=The History Behind Dark Souls' Most Controversial Move, The Backstab | first=Patrick | last=Klepek | date=August 5, 2015 | access-date=February 26, 2018 | work=[[Kotaku]] }}</ref>}}


{{Term|Anti-Aim}}
{{Term|Any%|content=[[Speedrun#Completion|Any%]]{{anchor|any%}}|id=Any%}}
{{Defn|A type of {{gli|cheat}} commonly found in {{gli|first-person shooter}} games that makes it difficult or impossible for the user's {{gli|hitbox}}es to be hit. This can be achieved many ways, but the most common ones are rapidly moving the user's {{gli|hitbox}}es, flipping {{gli|hitbox}}es (usually backwards or sideways), and sending false packets to the server.}}
{{Defn|A type of {{gli|speedrun}} in which the player's objective is to reach the game's end goal as quickly as possible without regard to the normal intermediate steps.}}

{{Term|Anti-RPG||content=anti-RPG{{Anchor|Anti-RPG}}}}
{{Defn|A {{gli|role-playing video game}} that subverts the typical elements of such games.<ref>{{Cite web|date=2021-03-27|title=Anti-RPGs For Fans of Undertale|url=https://www.thegamer.com/anti-rpg-games-like-undertale/|access-date=2021-12-29|website=TheGamer|language=en-US}}</ref> The term was coined by the video game ''[[Moon: Remix RPG Adventure]]''.<ref>{{cite news|date=September 5, 2019|title=Remix RPG Adventure moon revived for Nintendo Switch after 22 years, for the first time in English!|language=en|work=[[Gamasutra]]|url=https://www.gamasutra.com/view/pressreleases/350137/Remix_RPG_Adventurenbsp_moon_nbsprevived_for_Nintendo_Switch_after_22_years_for_the_first_time_in_English.php|url-status=live|archive-url=https://web.archive.org/web/20200915184457/https://www.gamasutra.com/view/pressreleases/350137/Remix_RPG_Adventurenbsp_moon_nbsprevived_for_Nintendo_Switch_after_22_years_for_the_first_time_in_English.php|archive-date=September 15, 2020|accessdate=September 2, 2020}}</ref>}}

{{Term|Any%|content=[[any%]]{{anchor|any%}}|id=any%}}
{{Defn|A type of {{gli|speedrun}} in which the player's objective is to reach the game's end goal as quickly as possible without regard to the normal intermediate steps. {{crossref|selfref=no|Compare to {{gli|100%}}.}}}}


{{Term|AoE}}
{{Term|AoE}}
{{Defn|no=1|Abbreviation of {{gli|area of effect}}}}
{{Defn|no=1|See {{gli|area of effect}}}}
{{Defn|no=2|Abbreviation of ''[[Age of Empires]]''}}
{{Defn|no=2|Abbreviation of ''[[Age of Empires]]''}}


{{Term|Arcade game|content=[[arcade game]]{{anchor|coin-op}}}}
{{Term|Arcade game|content=[[arcade video game|arcade game]]{{anchor|coin-op}}}}
{{Defn|A [[coin-operated]] (or 'coin-op') game machine, often installed in an upright or tabletop ([[Cocktail arcade cabinet|cocktail]]) cabinet. Popular primarily during the late 1980s, arcade machines continue to be manufactured and sold worldwide.}}
{{Defn|A [[coin-operated]] ("coin-op") video game usually contained in an upright, tabletop ([[Arcade cabinet#Cocktail cabinets|cocktail]] or [[candy cabinet]]) or semi-enclosed sit-down 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.}}


<dt>area</dt><!--using HTML here so "area" can be anchored at "level"-->
{{Term|area|noid=y}}<!--using 'noid' here so "area" can be anchored at "level"-->
{{Defn|1={{crossref|selfref=no|See {{gli|level}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|level}}.}}}}


{{Term|Area of effect|content=area of effect (AoE)}}
{{Term|Area of effect|content=area of effect (AoE)}}
{{Defn|
{{Defn|
[[File:Freedroid RPG.jpg|thumb|150px|Screenshot from ''FreedroidRPG'' showing area of effect.]]
[[File:Freedroid RPG.jpg|thumb|150px|Screenshot from ''FreedroidRPG'' showing an "area of effect", or AoE]]
A term used in many {{gli|role-playing video game|role-playing}} and [[strategy game|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 {{gli|magic|spell}} 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.
A term used in many {{gli|role-playing video game|role-playing}} and [[strategy game|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 {{gli|magic|spell}} 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: {{gli|Splash damage}}
<p>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 {{gli|party}}). 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 {{gli|turn-based game}}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.</p>
<p>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.</p>}}


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 {{gli|party}}). 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 {{gli|turn-based game}}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.
<dt>ARPG</dt><!--anchored at action role-playing game-->

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.}}

{{Term|ARPG|noid=y}}<!--anchored at action role-playing game-->
{{Defn|1={{crossref|selfref=no|See {{gli|action role-playing game}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|action role-playing game}}.}}}}


{{Term|arena mode}}
{{Term|Artificial intelligence|content=[[artificial intelligence (video games)|artificial intelligence]] (AI)}}
{{Defn|A 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.}}
{{Defn|Algorithms used to generate responsive, adaptive or intelligent game behavior, primarily in {{gli|non-player characters}}.}} Synonymous with, though distinct from, the computing science concept of 'artificial intelligence'.


{{Term|Arena FPS|content=arena FPS{{Anchor|AFPS}}}}
{{Term|Assault mode|content=assault mode}}{{Defn|A game mode in which one team tries to attack (or capture) specific areas and the other team tries to defend those points.}}
{{Defn|Arena shooters that use the first-person perspective.}}


{{Term|Asset flipping|content=asset flipping}}
{{Term|arena shooter}}
{{Defn|[[Shooting game]]s that are typically based on fast-paced gameplay and in a limited map or level space.}}
{{Defn|The 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 or game to turn a quick profit. It mimics the practice of [[flipping]] in real estate markets.}}


{{Term|Artificial intelligence|content=[[artificial intelligence in video games|artificial intelligence]] (AI)}}
{{Term|Asymmetric gameplay|content=asymmetric gameplay}}
{{Defn|Algorithms used to generate responsive, adaptive or intelligent game behavior, primarily in {{gli|non-player characters}}. Distinct from the computing science concept of 'artificial intelligence'.}}
{{Defn|Cooperative 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 from other players that are all competing against them, such as in ''[[Pac-Man Vs.]]''<ref>{{Cite web|url=http://www.1up.com/features/what-the-hell-is-asymmetric-gameplay|title=What the Hell is Asymmetric Gameplay?|work=[[1UP.com]]|first=Jeremy|last=Parish|date=August 28, 2012|accessdate=February 29, 2016|archiveurl=https://web.archive.org/web/20161128000550/http://www.1up.com/features/what-the-hell-is-asymmetric-gameplay|archivedate=November 28, 2016}}</ref>}}


{{Term|assault mode}}
{{Term|Asynchronous gameplay|content=asynchronous gameplay}}
{{Defn|A game mode in which one team tries to attack (or capture) specific areas and the other team tries to defend those points.}}

{{Term|Asset flipping|content=[[asset flip]]ping}}
{{Defn|The 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.}}

{{Term|asymmetric gameplay}}
{{Defn|Cooperative 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 arena]]s (MOBAs) and [[hero shooter]]s, where each player selects a different hero or character class with different gameplay abilities from others.<ref>{{cite web|url=http://www.1up.com/features/what-the-hell-is-asymmetric-gameplay|title=What the Hell is Asymmetric Gameplay?|work=[[1UP.com]]|first=Jeremy|last=Parish|date=August 28, 2012|access-date=February 29, 2016|archive-url=https://web.archive.org/web/20161128000550/http://www.1up.com/features/what-the-hell-is-asymmetric-gameplay|archive-date=November 28, 2016}}</ref>}}

{{Term|asynchronous gameplay}}
{{Defn|Competitive 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.}}
{{Defn|Competitive 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.}}


{{Term|Attract mode|content=attract mode{{anchor|display mode|show mode}}}}
{{Term|Attract mode|content=attract mode{{anchor|display mode|show mode}}}}
{{Defn|
{{Defn|
[[File:Musée Mécanique 182.JPG|thumb|150px|The attract mode for the arcade game ''[[San Francisco Rush: The Rock]]'' showcasing one of the race tracks available to play in the game.]]
[[File:Musée Mécanique 182.JPG|thumb|150px|The attract mode for the arcade game ''[[San Francisco Rush: The Rock]]'' showcasing one of the racetracks available to play in the game]]
{{ghat|Also '''display mode''' and '''show mode'''.}}
{{ghat|Also '''display mode''' and '''show mode'''.}}
A pre-recorded demonstration of a video game that is displayed when the game is not being played.<ref name="Ruggill">{{cite book|last1=Ruggill|first1=Judd Ethan|last2=McAllister|first2=Ken S.|title=Gaming Matters: Art, Science, Magic, and the Computer Game Medium|date=2011|publisher=[[University of Alabama Press]]|location=Tuscaloosa|isbn=0817317376|pages=70–71|url=https://books.google.com/books?id=CVkfAnl01_EC&pg=PA70&dq=Attract+mode|accessdate=November 29, 2012}}</ref>
A pre-recorded demonstration of a video game that is displayed when the game is not being played.<ref name="Ruggill">{{cite book|last1=Ruggill|first1=Judd Ethan|last2=McAllister|first2=Ken S.|title=Gaming Matters: Art, Science, Magic, and the Computer Game Medium|date=2011|publisher=[[University of Alabama Press]]|location=Tuscaloosa|isbn=978-0-8173-1737-9|pages=70–71|url=https://books.google.com/books?id=CVkfAnl01_EC&q=Attract+mode&pg=PA70|access-date=November 29, 2012}}</ref>

<p>Originally built into {{gli|arcade game}}s, the main purpose of the attract mode is to entice passers-by to play the game.<ref name="Ruggill"/> 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 {{gli|gameplay}}. In [[Atari]] home video games 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]] while the game was not being played. Attract modes demonstrating gameplay are common in current home video games.</p>
Originally built into {{gli|arcade game|arcade games}}, the main purpose of the attract mode is to entice passers-by to play the game.<ref name="Ruggill" /> 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 {{gli|gameplay}}. In the [[Atari 8-bit computers]] of the late 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.<ref name='atari800_attract'>{{cite web|url=http://www.atarimania.com/faq-atari-400-800-xl-xe-what-is-attract-mode_74.html|title="What is attract mode?"|archiveurl=https://web.archive.org/web/20190828143213/http://www.atarimania.com/faq-atari-400-800-xl-xe-what-is-attract-mode_74.html|archivedate=28 August 2019}}</ref> Attract modes demonstrating gameplay are common in current home video games.
<p>Attract mode is not only found in arcade games, but in most coin-operated games like [[pinball machines]], [[Stacker (game)|stacker machines]] and other games. [[Cocktail arcade cabinet|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.</p>}}

Attract mode is not only found in arcade video games, but in most coin-operated games like [[pinball machines]], [[Stacker (game)|stacker machines]] and other games. [[Arcade cabinet#Cocktail cabinets|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.}}

{{Term|AUG|content=[[Steyr AUG]]}}
{{Defn|1=An AUG is an abbreviated nickname for a long-scoped Burst Rifle, especially in [[Fortnite]], as well as other shooter games. An AUG is a real gun, and the real inspiration for in-game Burst Rifles. }}

{{Term|Augmented reality|content=[[augmented reality]] (AR){{anchor|augmented reality|AR}}}}
{{Main|Augmented reality}}
{{Defn|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 {{gli|virtual reality}} replaces the physical environment with a simulated one.}}


{{Term|Augmented reality|content=[[Augmented reality]]{{anchor|augmented reality|AR}}}}
{{Term|Auto battler|content=[[auto battler]]}}
{{Defn|Also known as "auto chess", a 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.}}
{{Defn|Augmented Reality (AR) is an interactive experience of a real-world environment whereby the objects that reside in the real-world are "augmented" by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory. The overlaid sensory information can be constructive (i.e. additive to the natural environment) or destructive (i.e. masking of the natural environment) and is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one’s ongoing perception of a real world environment, whereas virtual reality completely replaces the user's real world environment with a simulated one. Augmented reality is related to two largely synonymous terms: mixed reality and computer-mediated reality.}}


{{Term|Auto-aim|content=auto-aim{{anchor|aim-assist}}}}
{{Term|Auto-aim|content=auto-aim{{anchor|aim-assist}}}}
{{Defn|{{ghat|Also '''aim-assist'''.}}A game mechanic built into some games to decrease the level of difficulty by locking onto or near targets for faster aiming. Games such as the newer [[Grand Theft Auto|''Grand Theft Auto'' titles]] utilize "hard" or "soft" aim settings to respectively either lock directly onto an enemy or assist the player's aim towards the enemy while giving some freedom of precision. {{crossref|selfref=no|Not to be confused with {{gli|aimbot}}.}}}}
{{Defn|{{ghat|Also '''aim-assist'''.}}A game mechanic built into some games to decrease the level of difficulty by locking onto or near targets for faster aiming. Games utilize "hard" or "soft" aim settings to respectively either lock directly onto an enemy or assist the player's aim towards the enemy while giving some freedom of precision. {{crossref|selfref=no|Not to be confused with {{gli|aimbot}}.}}}}


{{Term|Auto-run|content=auto-run}}
{{Term|auto-run}}
{{Defn|Auto-run, short for automatic running, is a system in video games that causes the {{gli|player-character}} to move forward without input from the user. The system is predominantly used in {{gli|platform game|platform games}}.}}
{{Defn|A system in video games that causes the {{gli|player-character}} to move forward without input from the user. The system is predominantly used in {{gli|platform game|platform games}}, as well as being a toggleable feature in some {{gli|open world}} and {{gli|MMO}} games where users may need to travel long distances without the assistance of {{gli|fast travel}} systems.}}

{{term|Autosave|content=[[autosave]]}}
{{defn|A 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 {{gli|save point|save points}}.}}


{{Term|Avatar|content=[[Avatar (computing)#Video games|avatar]]}}
{{Term|Avatar|content=[[Avatar (computing)#Video games|avatar]]}}
{{Defn|The player's representation in the game world.}}
{{Defn|The player's representation in the {{gli|game world}}. {{crossref|selfref=no|See also {{gli|player-character}}}}.}}


{{Glossary end}}
{{Glossary end}}
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{{Glossary}}
{{Glossary}}


{{Term|B2P}}
{{Term|Balance|content=[[Balance (game design)|balance{{anchor|game balance}}]]}}
{{Defn|[[Buy-to-play]], see {{gli|games as a product}}.}}
{{Defn|Aspects of a multi-player game that keep it fair for all players. The issue of 'balanced' {{gli|gameplay}} is a heavily-debated matter among most games' player communities.}}

{{Term|B-hopping|content=[[Strafing (video games)#Bunny_hopping|B-hopping]]}}
{{Defn|{{ghat|Also '''bunny hopping'''.}}Repeated use of the jump button while moving, which increases the character's momentum in some games. Originally a glitch in Quake 1 based games, a large portion of games have implemented it as a feature and gamers have taken into doing this. }}

{{Term|backfill}}
{{Defn|{{ghat|Also '''backfilling'''.}}A system of many competitive team-based multiplayer games that automatically {{gli|matchmaking|finds}} a new player based on their skill level in an already existing game in case of one player leaving it. Usually only seen in casual modes to keep competitive integrity in ranked games.}}


{{Term|Badge|content=[[Game badge|badge]]}}
{{Term|Badge|content=[[Game badge|badge]]}}
{{Defn|{{ghat|Also '''achievement'''.}}An indicator of accomplishment or skill, showing that the player has performed some particular action within the game.}}
{{Defn|{{ghat|Also '''achievement'''.}}An indicator of accomplishment or skill, showing that the player has performed some particular action within the game.}}

{{Term|Balance|content=[[Balance (game design)|balance{{anchor|game balance}}]]}}
{{Defn|Aspects 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 {{gli|gameplay}} is a heavily debated matter among most games' player communities.}}

{{Term|Ban|content=[[Block (Internet)|ban]]}}
{{Defn|{{ghat|Also '''banhammer'''.}}In online games, the act of {{gli|kick|kicking}} a player from the server, and then employing means of preventing them from returning. This is usually accomplished using a {{gli|blacklist}}. In some games, done in "ban waves" against cheaters to obfuscate how they were recognized as cheating in the game.}}

{{Term|Ban wave|content=[[Block (Internet)|ban wave]]}}
{{Defn|See above.}}

{{Term|Banner|content=[[Gacha game#Banners|banner]]}}
{{Defn|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.<ref>{{cite web|url=https://www.dotnetgame.com/banner/|title=Banner Meaning|website=DotNetGame Dictionary|date=June 2021}}</ref>}}


{{Term|Battle pass|content=[[battle pass]]}}
{{Term|Battle pass|content=[[battle pass]]}}
{{Defn|A 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.}}
{{Defn|A 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.}}


{{Term|Beta release|content=[[beta release]]{{anchor|beta testing}}}}
{{Term|Battle royale game|content=[[battle royale game]]{{anchor|battle royale}}}}
{{Defn|A video game genre that blends elements of {{gli|survival game|survival games}} with {{gli|last man standing|last-man-standing}} 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.}}
{{Defn|{{ghat|Also '''[[Software testing#Beta Testing|beta testing]]'''.}}
An early release of a video game, following its {{gli|alpha release}}, where the game developer seeks feedback from players and testers to remove [[Software bug|bugs]] prior to the product's commercial release.<ref name="abc">{{cite news|url=http://abcnews.go.com/Technology/parents-guide-gaming-defintions-popular-gaming-terms/story?id=15986935|title=Parlez Vous Gamer? A Gaming Dictionary for Parents|first=Scott|last=Steinberg|work=abcnews.go.com|publisher=ABC News|date=March 24, 2012|access-date=February 2, 2018}}</ref> {{crossref|selfref=no|See also {{gli|closed beta}} and {{gli|open beta}}.}}}}


{{Term|Black Mage|content=Black Mage}}
{{Term|best-in-slot}}
{{Defn|Any item or ability that can be considered the best possible option in a given slot. This can vary between players and playstyles, but commonly, any specific playstyle is likely to have either a single or a small set of items considered to be the best. This may be due to favorable effects, good match-ups against most opponents, or high stats. Typically abbreviated as BiS.}}
{{Defn|A ranged attacker, he (or she) deals in the arts of elemental and non-elemental attacks.}}


{{Term|Blue Mage|content=Blue Mage}}
{{Term|Beta release|content=[[beta release]]{{anchor|beta testing}}}}
{{Defn|{{ghat|Also '''[[Software testing#Beta testing|beta testing]]'''.}}
{{Defn|A ranged attacker and supporter, deals in abilities gained by the enemy. Known as "Blue Magic".}}
An early release of a video game, following its {{gli|alpha release}}, where the game developer seeks feedback from players and testers to remove [[Software bug|bugs]] prior to the product's commercial release. Games are usually almost finished at the beta stage.<ref name="abc">{{cite news|url=https://abcnews.go.com/Technology/parents-guide-gaming-defintions-popular-gaming-terms/story?id=15986935|title=Parlez Vous Gamer? A Gaming Dictionary for Parents|first=Scott|last=Steinberg|work=abcnews.go.com|publisher=ABC News|date=March 24, 2012|access-date=February 2, 2018}}</ref> {{crossref|selfref=no|See also {{gli|closed beta}} and {{gli|open beta}}.}}}}


{{Term|BM|content=BM{{anchor|bad manners}}}}
{{Term|blacklist}}
{{Defn|In 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 {{gli|whitelist}}, 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.}}
{{Defn|"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.}}


{{Term|BM|content=BM{{anchor|bad manners|BM}}}}
<dt>board</dt><!--anchored at level-->
{{Defn|"Bad Manners"; conduct that is not considered 'cheating' but may be seen as [[Unsportsmanlike conduct|unsportsmanlike]] or disrespectful.<ref name="irwin">{{Cite journal |last1=Irwin |first1=Sidney V. |last2=Naweed |first2=Anjum |date=October 8, 2018 |title=BM'ing, Throwing, Bug Exploiting, and Other Forms of (Un)Sportsmanlike Behavior in CS:GO Esports |url=https://www.researchgate.net/publication/328161552 |journal=[[Games and Culture]] |language=en |volume=15 |issue=4 |pages=411–433 |doi=10.1177/1555412018804952 |s2cid=150073080 |issn=1555-4120}}</ref> 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.}}

{{Term|board|noid=y}}<!--anchored at level-->
{{Defn|1={{crossref|selfref=no|See {{gli|level}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|level}}.}}}}


{{Term|Bonus stage|content=[[bonus stage]]}}
{{Term|Booster pack|content=[[booster pack]]}}
{{Defn|A special {{gli|level}} in which the player has a chance to earn extra points or {{gli|power-ups}}. Often in the form of a {{gli|mini-game}}.}}
{{Defn|A random assortment of cards in [[digital collectible card games]] that players can buy or earn to add to their deck. {{crossref|selfref=no|See also {{gli|lootbox}}.}}}}

{{Term|boosting}}
{{Defn|In 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.<ref>{{cite web | url=https://www.gamesindustry.biz/articles/2018-12-10-boosting-now-a-criminal-offence-in-south-korea | title=Boosting now a criminal offence in South Korea | first=James | last=Batchelor | date=December 10, 2018 | access-date=December 10, 2018 | work=[[GamesIndustry.biz]] }}</ref><ref>{{cite web | url=https://www.gamasutra.com/view/news/345613/Law_against_account_boosting_goes_into_effect_in_South_Korea.php | title=Law against account boosting goes into effect in South Korea | first=Alissa | last=McAloon | date=June 26, 2019 | access-date=June 26, 2019 | work=[[Gamasutra]] }}</ref>}}

{{Term|Bonus stage|content=[[bonus stage]]{{anchor|bonus level}}}}
{{Defn|A special {{gli|level}} in which the player has a chance to earn extra points or {{gli|power-ups}}, often in the form of a {{gli|mini-game}}. {{crossref|selfref=no|Compare with {{gli|secret level}}.}}}}

{{Term|Borderless fullscreen windowed|content=borderless fullscreen windowed{{anchor|borderless fullscreen windowed}}}}
{{Defn|An option featured in many modern PC games and moddable into others in which a game appears [[Fullscreen (aspect ratio)|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 [[Analog television#Vertical_synchronization|vertical synchronization]].}}


{{Term|Boss|content=[[Boss (video gaming)|boss]]{{anchor|final boss|miniboss|superboss}}}}
{{Term|Boss|content=[[Boss (video gaming)|boss]]{{anchor|final boss|miniboss|superboss}}}}
{{Defn|An 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.}}
{{Defn|An 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.}}


{{Term|bot}}
{{Term|Bottomless pit|content=bottomless pit}}
{{Defn|Short for robot. A non-playable character which is controlled by an {{gli|artificial intelligence}} (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.}}
{{Defn|A dangerous hazard common in [[platform game|platform games]], which is a deep void below all the safe places the {{gli|player-character}} can stand upon, or may be limited to small holes. Falling into this void typically results in instant death (and the loss of a {{gli|life}}), regardless of how much {{gli|health}} he/she had left. Bottomless pits can also serve as obstacles that can be overcome by using abilities or finding alternate routes.}}

{{Term|bottomless pit}}
{{Defn|A hazard common in {{gli|platform game|platform}} and action games, which consists of a deep hole or void with no visible bottom, presumably leading to a fatal drop. The {{gli|player-character}} falling into this void typically results in an instant death (and the loss of a {{gli|life}}) for the player, regardless of how much {{gli|health}} 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.}}


{{Term|Buff|content=[[Status effect#Buffs and debuffs|buff]]{{anchor|buffs}}}}
{{Term|Buff|content=[[Status effect#Buffs and debuffs|buff]]{{anchor|buffs}}}}
{{Defn|no=1|An effect placed on a video game character that beneficially increases one or more of their statistics or characteristics for a temporary period.}}
{{Defn|no=1|An effect placed on a video game character that beneficially increases one or more of their statistics or characteristics for a temporary period. {{crossref|selfref=no|Compare to {{gli|debuff}}.}}}}
{{Defn|no=2|A change intended to strengthen a particular item, tactic, ability, or character, ostensibly for balancing purposes. {{crossref|selfref=no|Compare to {{gli|nerf}}.}}}}
{{Defn|no=2|A change intended to strengthen a particular item, tactic, ability, or character, ostensibly for balancing purposes. {{crossref|selfref=no|Compare to {{gli|nerf}}.}}}}

{{Term|Buildcrafting}}
{{Defn|The ability in games to define the player-characters abilities by selecting appropriate gear, equipment, and accessories to optimize and maximize the character's performance in the game. The end results, known as builds, then are frequently shared to other players through various means.}}


{{Term|Bullet hell|content=[[bullet hell]]}}
{{Term|Bullet hell|content=[[bullet hell]]}}
{{Defn|A type of [[shoot 'em up]] where the player must generally dodge an overwhelmingly large number of enemies and their projectiles.}}
{{Defn|A type of {{gli|shooter|shoot 'em up}} where the player must generally dodge an overwhelmingly large number of enemies and their projectiles.}}


{{Term|Bullshot|content=bullshot}}
{{Term|bullet sponge}}
{{Defn|Any 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 (material)|sponge]] absorbs liquids. For example, an enemy soldier in a {{gli|FPS|first-person shooter}} that requires several full [[magazine (firearms)|magazines]] of [[ammunition]] to defeat, in comparison to other soldier types that are defeated in a handful of shots, would be a bullet sponge.}}
{{Defn|A [[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.<ref>{{cite web|last1=Davenport|first1=James|title=The worst bullshots in PC gaming|url=http://www.pcgamer.com/the-worst-bullshots-in-pc-gaming|website=PC Gamer|accessdate=December 7, 2017|language=en|date=September 30, 2016}}</ref>}}


{{Term|bullshot}}
{{Term|Button mashing|content=button mashing}}
{{Defn|A [[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.<ref>{{cite magazine|last1=Davenport|first1=James|title=The worst bullshots in PC gaming|url=http://www.pcgamer.com/the-worst-bullshots-in-pc-gaming|magazine=PC Gamer|access-date=December 7, 2017|language=en|date=September 30, 2016}}</ref>}}
{{Defn|The pressing of different button combinations in rapid succession to perform or attempt to perform special moves. This technique is most often encountered in [[fighting game]]s.<ref>{{cite web |url=https://www.techopedia.com/definition/27061/button-masher |title=Button Masher |work=Techopedia.com |accessdate=February 27, 2018}}</ref>}}

{{Term|button mashing}}
{{Defn|no=1|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 game]]s, especially among weaker players.<ref>{{cite web |url=https://www.techopedia.com/definition/27061/button-masher |title=Button Masher |work=Techopedia.com |date=21 September 2011 |access-date=February 27, 2018}}</ref>}}
{{Defn|no=2|The rapid pressing of a single button to accomplish a task, especially in {{gli|minigame|minigames}}. Sometimes, this requires the rapid pressing of two buttons simultaneously, or rapidly pressing any button.}}

{{Term|breach}}
{{Defn| common name for the value that dictates how much stun a weapon deals.}}


{{Glossary end}}
{{Glossary end}}
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{{Glossary}}
{{Glossary}}


{{Term|Campaign mode|content=campaign mode}}
{{Term|campaign mode}}
{{Defn|{{ghat|Also '''story mode''' and '''campaign'''.}}A 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.}}
{{Defn|{{ghat|Also '''story mode''' and '''campaign'''.}}A 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.}}


{{Term|Camping|content=[[Camping (gaming)|camping]]{{anchor|spawn camping}}}}
{{Term|Camping|content=[[Camping (video games)|camping]]{{anchor|spawn camping}}}}
{{Defn|no=1|A controversial strategy in which a player stays in one place – typically a fortified, high-traffic location – for an extended period of time and waits to ambush other players.<ref>{{cite web|url=http://kotaku.com/5976902/i-cant-blame-anyone-for-playing-to-wineven-when-it-comes-to-campers/all|title=In Defense of the Camper|last=Hernandez|first=Patricia|work=[[Kotaku]]|date=January 17, 2013|accessdate=October 19, 2014}}</ref> It is most common in {{gli|first-person shooter}} games.<ref>{{cite web|url=http://www.rockpapershotgun.com/can-we-have-a-glossary/|title=Important Glossary|author=<!-- Staff -->|work=[[Rock Paper Shotgun]]|accessdate=October 19, 2014}}</ref>}}
{{Defn|no=1|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 in video games|cheating]] or, at best, griefing.<ref>{{cite web|url=http://kotaku.com/5976902/i-cant-blame-anyone-for-playing-to-wineven-when-it-comes-to-campers/all|title=In Defense of the Camper|last=Hernandez|first=Patricia|work=[[Kotaku]]|date=January 17, 2013|access-date=October 19, 2014}}</ref> It is most common in {{gli|first-person shooter}} games,<ref>{{cite web|url=http://www.rockpapershotgun.com/can-we-have-a-glossary/|title=Important Glossary|author=<!-- Staff -->|work=[[Rock Paper Shotgun]]|access-date=October 19, 2014|archive-date=October 22, 2014|archive-url=https://web.archive.org/web/20141022023310/http://www.rockpapershotgun.com/can-we-have-a-glossary/|url-status=dead}}</ref> but is also frequent in fighting games with projectile-heavy characters.}}
{{Defn|no=2|The act of hanging around a rare {{gli|mob}}'s [[Spawning (video gaming)|spawn point]], killing placeholders until the rare mob spawns, usually in {{gli|massively multiplayer online game|MMOs}}. This may be known as '''spawn camping'''<!--boldface to help spot the term for readers who follow the anchor link from #spawn camping--> or spawnkilling.}}
{{Defn|no=2|The act of waiting around a rare {{gli|mob}} or player's [[Spawning (video gaming)|spawn point]], usually in {{gli|massively multiplayer online game|MMOs}}. This may be known as spawn-camping or spawn-trapping.}}


{{Term|Capture the flag|content=[[capture the flag]] {{anchor|CTF}}(CTF)}}
{{Term|Capture the flag|content=[[capture the flag]] {{anchor|CTF}}(CTF)}}
{{Defn|A common {{gli|game mode}} 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.}}
{{Defn|A common {{gli|game mode}} 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.}}


{{Term|Casual gaming|content=[[Casual gaming]]{{anchor|Casual gaming|casual}}}}
{{Term|Carry|content=[[wikt:carry|carry]]}}
{{Defn|In team-based video games, when a player disproportionately contributes to the success of their team. For example, Team A's sole remaining player defeating the rest of Team B, thus saving Team A from a close defeat, would be considered carrying, as would one player on Team A having the most kills among the rest of their team. The term is usually but not always interpreted as indirect slander towards the rest of the team, though the term may also be used generally. 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.}}
{{Defn|Casual gaming is a term used for a form of playing video games where a gamer does not have a long-term commitment to a game and can approach playing the game on an infrequent and spontaneous basis. Casual video games have several distinguishing features. They are often web-based and are usually found on either mobile phones or personal computers. They usually do not have a high learning curve. To achieve this, most casual games have few controls--normally a single button or two that will predominantly control the majority of the game. Casual games usually do not require a significant amount of time to play. They can normally be played in small periods of time. Unlike more "hardcore" games, casual games usually do not require a long time to reach the final stage of the game. Therefore, a casual game often does not contain a save feature.}}<ref>{{cite web|url=https://www.computerhope.com/jargon/c/casual-gaming.htm|title=What is Casual Gaming?|author=|date=|website=computerhope.com}}</ref>

{{Term|cartridge tilting}}
{{Defn|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 {{gli|corruptor}}, 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.}}

{{Term|Casual gaming|content=[[casual gaming]]{{anchor|casual gaming|casual}}}}
{{Defn|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.<ref>{{cite web|url=https://www.computerhope.com/jargon/c/casual-gaming.htm|title=What is Casual Gaming?|website=computerhope.com}}</ref>}}


{{Term|Challenge mode|content=challenge mode}}
{{Term|challenge mode}}
{{Defn|A 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.}}
{{Defn|A 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.}}


{{Term|Character class|content=[[character class]]{{anchor|class|Character class}}}}
{{Term|Character class|content=[[character class]]{{anchor|class|Character class}}}}
{{Defn| A profession that determines a character's abilities as well as positive and negative attributes.<ref>{{cite web|url=http://www.gamerevolution.com/features/a-guide-to-choosing-your-class-in-pillars-of-eternity |title=A Guide to Choosing Your Class in Pillars of Eternity |publisher=Gamerevolution.com |date=April 1, 2015 |accessdate=May 24, 2016}}</ref> Most common in RPGs a character's class helps to define the role the character plays in a group; or in a single player game that character's play style. Often as players gain experience 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 (character class)|warrior]] (strength), [[thief (character class)|thief]] (speed and stealth), [[wizard (character class)|wizard]] (ranged attacks), and [[cleric (character class)|priest]] (healing and keeping allies alive).<ref name="Laycock">{{cite book|last1=Laycock|first1=Joseph|title=Vampires Today: The Truth about Modern Vampirism|date=2009|publisher=Praeger|location=Westport, Connecticut|isbn=9780313364730|pages=115-|url=https://books.google.com/books?id=g5NzCQAAQBAJ&pg=PA115|accessdate=March 3, 2017}}</ref><ref name="Barton">{{cite book|last1=Barton|first1=Matt|title=Dungeons and Desktops: The History of Computer Role-Playing Games|date=2008|publisher=A.K. Peters|location=Wellesley, Massachusetts|isbn=9781439865248|pages=229-|url=https://books.google.com/books?id=qPPRBQAAQBAJ&pg=PA229|accessdate=March 3, 2017}}</ref>}}
{{Defn| A job or profession that comes with a set of abilities as well as positive and negative attributes.<ref>{{cite web|url=http://www.gamerevolution.com/features/a-guide-to-choosing-your-class-in-pillars-of-eternity |title=A Guide to Choosing Your Class in Pillars of Eternity |publisher=Gamerevolution.com |date=April 1, 2015 |access-date=May 24, 2016}}</ref> Most common in {{gli|role-playing video game|role-playing games}}, 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 {{gli|experience point|experience}} 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 (character class)|warrior]] (strength and defense), [[thief (character class)|thief]] (speed and stealth), [[wizard (character class)|wizard]] (magic and intelligence), and [[cleric (character class)|priest]] or healer (healing and buffing allies).<ref name="Laycock">{{cite book|last1=Laycock|first1=Joseph|title=Vampires Today: The Truth about Modern Vampirism|date=2009|publisher=Praeger|location=Westport, Connecticut|isbn=978-0-313-36473-0|pages=115–|url=https://books.google.com/books?id=g5NzCQAAQBAJ&pg=PA115|access-date=March 3, 2017}}</ref><ref name="Barton">{{cite book|last1=Barton|first1=Matt|title=Dungeons and Desktops: The History of Computer Role-Playing Games|date=2008|publisher=A.K. Peters|location=Wellesley, Massachusetts|isbn=978-1-4398-6524-8|pages=229–|url=https://books.google.com/books?id=qPPRBQAAQBAJ&pg=PA229|access-date=March 3, 2017}}</ref> A popular example of a class-changing system is the [[Recurring elements in the Final Fantasy series|Job System]] in the ''[[Final Fantasy]]'' series.}}


{{Term|Charge shot|content=charge shot}}
{{Term|Character creator|content=[[character creation|character creator]]}}
{{Defn| An 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.}}

{{Term|character select screen}}
{{Ghat|Also '''character select'''.}}
{{Defn| A concept in games with multiple characters, a screen with names or pictures of all playable (and [[Glossary_of_video_game_terms#U|secret]]) characters with the possibility of stat listings.}}

{{Term|charge shot}}
{{Defn| A 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.}}
{{Defn| A 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.}}


{{Term|Cheat|content=cheat{{anchor|cheats|Cheat|Cheats}}}}
{{Term|Cheat|content=[[Cheat codes|cheat]]{{anchor|cheats|Cheat|Cheats}}}}
{{Defn|A game code that allows the player to beat the game or acquire benefits without earning them. Cheats are used by designers to test the game during development and are often left in the release version.<ref name="Dille"/> {{crossref|selfref=no|See {{gli|god mode}}, {{gli|aimbot}}, {{gli|ESP cheats}}, {{gli|noclip mode}}, {{gli|wallhack}}, and {{gli|Konami Code}}.}}}}
{{Defn|A game code that allows the player to beat the game or acquire benefits without earning them. Cheats are used by designers to test the game during development and are often left in the release version.<ref name="Dille" /> {{crossref|selfref=no|See {{gli|god mode}}, {{gli|aimbot}}, {{gli|ESP cheats}}, {{gli|noclip mode}}, {{gli|wallhack}}, and {{gli|Konami Code}}.}}}}


{{Term|Cheating|content=[[Cheating in video games|cheating]]{{anchor|Cheating}}}}
{{Term|Cheating|content=[[Cheating in video games|cheating]]{{anchor|Cheating}}}}
{{Defn|To play the game unfairly; giving an unfair advantage via illegitimate means.}}
{{Defn|To play the game unfairly; giving an unfair advantage via illegitimate means.}}


{{Term|checkpoint|content=checkpoint{{anchor|checkpoint|checkpoints}}}}
<dt>checkpoint</dt><!--anchored at save point-->
{{Defn|An 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 Game Over.}}
{{Defn|An 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 {{gli|game over|Game Over}}.}}

{{Term|Cheese|content=cheese (or cheesing)}}
{{Defn|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 [[Multiplayer online battle arena|MOBA]]s or [[hero shooter]]s, 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.<ref>{{cite web | url=https://www.inverse.com/gaming/how-street-fighter-invented-gamings-most-despised-strategy| title=How Street Fighter Invented Gaming's Most Despised Strategy | first=Danny | last=Paez | date=August 16, 2020 | access-date=October 4, 2020 | work=[[Inverse (website)|Inverse]] }}</ref>}}

{{Term|cheevo|noid=y}}<!--anchored at achievement-->
{{Defn|1={{crossref|selfref=no|See {{gli|achievement}}.}}}}


{{Term|Chiptune|content=[[chiptune]]}}
{{Term|Chiptune|content=[[chiptune]]}}
{{Defn|Music 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."<ref name="Chiptune">{{cite journal|last1=Driscoll|first1=Kevin|title=Endless loop: A brief history of chiptunes|journal=Transformative Works and Cultures|date=2009|issue=1|doi=10.3983/twc.2009.0096|url=http://journal.transformativeworks.org/index.php/twc/article/view/96/94|accessdate=March 3, 2017}}</ref>}}
{{Defn|Music 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".<ref name="Chiptune">{{cite journal|last1=Driscoll|first1=Kevin|title=Endless loop: A brief history of chiptunes|journal=Transformative Works and Cultures|date=2009|volume=2|issue=1|doi=10.3983/twc.2009.0096|url=http://journal.transformativeworks.org/index.php/twc/article/view/96/94|access-date=March 3, 2017|doi-access=free}}</ref>}}

{{Term|choke}}
{{Defn|no=1|When a player/team that is currently winning or expected to win a match performs unexpectedly poorly.{{r|irwin}}}}
{{Defn|no=2|A feature of a playable map that funnels players and might restrict mechanics like movement (chokepoint).}}


<dt>cinematic</dt><!--anchored at cutscene-->
{{Term|cinematic|noid=y}}<!--anchored at cutscene-->
{{Defn|1={{crossref|selfref=no|See {{gli|cutscene}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|cutscene}}.}}}}


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{{Defn|An advanced method of movement in many {{gli|first-person shooter}} (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.}}
{{Defn|An advanced method of movement in many {{gli|first-person shooter}} (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.}}


{{Term|clapped}}
<dt>class</dt><!--anchored at character class-->
{{Defn|Slang term for murdered, particularly in a 'clean' or belittling way, such as by a trickshot or a knife kill.}}

{{Term|class|noid=y}}<!--anchored at character class-->
{{Defn|1={{crossref|selfref=no|See {{gli|character class}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|character class}}.}}}}


{{Term|Clipping|content=clipping}}
{{Term|class identity}}
{{Defn|The perception of a {{gli|character class}}'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".}}
{{Defn|no=1|Programming used to ensure that the player stays within the physical boundaries of the game world.<ref name="Davidson"/>{{rp|119}} {{crossref|selfref=no|Also see {{gli|noclip}}, a {{gli|cheat}} where clipping is disabled.}}}}

{{Defn|no=2|A 3D graphics process which determines if an object is visible and "clips" any obscured parts before drawing it.}}
{{Term|Clicker game|content=[[clicker game]]}}
{{Defn|A type of game where clicking (or tapping) the screen repeatedly is the only gameplay mechanic. {{crossref|selfref=no|See also {{gli|idle game}}.}}}}

{{Term|clipping}}
{{Defn|no=1|Programming used to ensure that the player stays within the physical boundaries of the {{gli|game world}}.<ref name="Davidson" />{{rp|119}} {{crossref|selfref=no|Also see {{gli|noclip}}, a {{gli|cheat}} where clipping is disabled.}}}}
{{Defn|no=2|A 3D graphics process which determines if an object is visible and "clips" any obscured parts before drawing it. See also [[clipping (computer graphics)]].}}

{{Term|clock/clocked}}
{{Defn|To 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. Also see {{gli|rolling the score}}.}}


{{Term|Clone|content=[[Video game clone|clone]]}}
{{Term|Clone|content=[[Video game clone|clone]]}}
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{{Defn|A {{gli|beta testing}} period where only specific people have access to the game.}}
{{Defn|A {{gli|beta testing}} period where only specific people have access to the game.}}


{{Term|Cloud gaming|content=[[Cloud gaming]]{{anchor|Cloud gaming|cloud}}}}
{{Term|Cloud gaming|content=[[cloud gaming]]{{anchor|cloud gaming|cloud}}}}
{{Defn|A cloud gaming server runs the game, receiving controller input actions from and {{gli|streaming media|streaming audio and video}} to the player's thin client.}}
{{Defn|Cloud gaming has much in common with streaming videos. Essentially, the cloud-gaming server runs a game and streams a video of the gameplay to you. Your keyboard, mouse, and controller input actions are sent over the network to the cloud gaming server. The remote server does all the heavy work, while your computer just receives streaming video (and audio) and sends input commands. Essentially, cloud gaming is like a streaming video service, but interactive.}}


{{Term|cloud save}}
<dt>CMS</dt><!-- anchored at "construction and management simulation" -->
{{Defn|The 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 {{gli|cross-save}}.}}
{{Defn|1={{crossref|selfref=no|See {{gli|construction and management simulation}}.}}}}


{{Term|clutch}}
<dt>coin-op</dt><!--anchored at arcade game-->
{{Defn|{{ghat|Also '''clutching the game''' and '''coming in clutch'''.}}Being 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.<ref>{{cite web|url=https://dotesports.com/general/news/what-does-clutch-mean-in-gaming|title=What does 'clutch' mean in gaming?|website=Dot Esports|author=Jalen Lopez|access-date=July 30, 2022|date=12 June 2021}}</ref>}}
{{Defn|1={{crossref|selfref=no|See {{gli|arcade game}}.}}}}


<dt>co-op</dt><!--anchored at cooperative gameplay-->
{{Term|CMS|noid=y}}<!-- anchored at "construction and management simulation" -->
{{Defn|1={{crossref|selfref=no|See {{gli|cooperative gameplay}}.}}}}
{{Defn|1={{crossref|selfref=no|See also {{gli|construction and management simulation}}.}}}}

{{Term|coin-op|noid=y}}<!--anchored at arcade game-->
{{Defn|1={{crossref|selfref=no|See also {{gli|arcade game}}.}}}}

{{Term|Collision detection|content=[[collision detection]]{{anchor|collision}}}}
{{Defn|The computational task of detecting the intersection of two or more game objects.}}


{{Term|Combo|content=[[Combo (video gaming)|combo]]}}
{{Term|Combo|content=[[Combo (video gaming)|combo]]}}
{{Defn|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 game|fighting]] and [[beat-'em-up]] games. Introduced in [[beat-'em-up]]s such as ''[[Renegade (video game)|Renegade]]'' and ''[[Double Dragon (video game)|Double Dragon]]'', and becoming more dynamic in ''[[Final Fight (video game)|Final Fight]]'' and ''[[Street Fighter II]]''. To correctly execute a combo, a player needs to learn a complex series of joystick and button combinations.<ref>{{cite web|url=http://www.1up.com/do/feature?pager.offset=2&cId=3151392 |title=Playing With Power |page=3 |author=Jess Ragan |date=June 15, 2006 |publisher=[[1UP.com]] |accessdate=February 25, 2011 }}{{dead link|date=January 2017 |bot=InternetArchiveBot |fix-attempted=yes }}</ref>}}
{{Defn|A 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 game]]s, introduced in [[beat-'em-up]]s such as ''[[Renegade (video game)|Renegade]]'' and ''[[Double Dragon (video game)|Double Dragon]]'', and becoming more dynamic in ''[[Final Fight (video game)|Final Fight]]'' and ''[[Street Fighter II]]''.<ref>{{cite web|url=http://www.1up.com/do/feature?pager.offset=2&cId=3151392 |archive-url=https://web.archive.org/web/20120204145912/http://www.1up.com/do/feature?pager.offset=2&cId=3151392 |url-status=dead |archive-date=February 4, 2012 |title=Playing With Power |page=3 |author=Jess Ragan |date=June 15, 2006 |website=[[1UP.com]] |access-date=February 25, 2011 }}</ref>}}


<dt>competitive gaming</dt><!--anchored at electronic sports-->
{{Term|competitive gaming|noid=y}}<!--anchored at electronic sports-->
{{Defn|1={{crossref|selfref=no|See {{gli|electronic sports}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|electronic sports}}.}}}}

{{Term|completionist}}
{{Defn|A particular kind of video game player who focuses on achieving {{gli|100%}} completion in the games they play.}}


{{Term|Compulsion loop|content=[[compulsion loop]]}}
{{Term|Compulsion loop|content=[[compulsion loop]]}}
{{Defn|A cycle of {{gli|gameplay}} 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.}}
{{Defn|A cycle of {{gli|gameplay}} elements designed to keep the player invested in the game, typically through a feedback system involving in-game rewards that open up more gameplay opportunities.}}


{{Term|Console|content=[[Video game console|console]]}}
{{Term|Console|content=[[Video game console|console]]}}
{{Defn|A 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.}}
{{Defn|A 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 {{gli|handheld consoles}}, to differentiate them from computers, arcade machines, and cell phones.}}


{{Term|Console generation|content=console generations{{anchor|console generations|next gen|next generation}}}}<!--Note that [[console generations]] is a redirect to this glossary-->
{{Term|Console generation|content=console generations{{anchor|console generations|next gen|next generation}}}}<!--Note that [[console generations]] is a redirect to this glossary-->
{{Defn|A 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".<ref>{{cite web|last=Prell |first=Sam |url=http://www.gamesradar.com/who-needs-a-console-generation-ps4-pro-and-scorpio-are-the-birth-of-a-new-upgrade-cycle/ |title=Who needs a console generation? PS4 Pro and Scorpio are the birth of a new upgrade cycle &#124; GamesRadar |publisher=Gamesradar.com |date=December 28, 2016 |accessdate=March 3, 2017}}</ref><ref>{{cite web|author=Chris Kolher |url=https://www.wired.com/2013/11/longest-console-generation/ |title=A Fond Farewell to the Craziest, Longest, Most Eventful Console Generation Ever |publisher=WIRED |date=November 30, 2013 |accessdate=March 3, 2017}}</ref>}}
{{Defn|{{see also|Home video game console generations}}A 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".<ref>{{cite web|last=Prell |first=Sam |url=http://www.gamesradar.com/who-needs-a-console-generation-ps4-pro-and-scorpio-are-the-birth-of-a-new-upgrade-cycle/ |title=Who needs a console generation? PS4 Pro and Scorpio are the birth of a new upgrade cycle &#124; GamesRadar |publisher=Gamesradar.com |date=December 28, 2016 |access-date=March 3, 2017}}</ref><ref>{{cite magazine|author=Chris Kolher |url=https://www.wired.com/2013/11/longest-console-generation/ |title=A Fond Farewell to the Craziest, Longest, Most Eventful Console Generation Ever |magazine=WIRED |date=November 30, 2013 |access-date=March 3, 2017}}</ref>}}


{{Term|Console wars|content=console wars{{anchor|console war|Console Wars|Console war}}}}
{{Term|Console wars|content=console wars{{anchor|console war|Console Wars|Console war}}}}
{{Defn|Refers 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 {{gli|console generations}}, particularly the [[PlayStation]] and [[Xbox]] brands.<ref>{{cite web|last=Minor |first=Jordan |url=https://www.pcmag.com/article2/0,2817,2426906,00.asp |title=Console Wars: A History of Violence |publisher=PCMag.com |date=November 11, 2013 |accessdate=March 3, 2017}}</ref>}}
{{Defn|{{main|Console war}}Refers 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 {{gli|console generations}}, particularly the [[PlayStation]] and [[Xbox]] brands.<ref>{{cite magazine|last=Minor |first=Jordan |url=https://www.pcmag.com/article2/0,2817,2426906,00.asp |title=Console Wars: A History of Violence |magazine=PCMag.com |date=November 11, 2013 |access-date=March 3, 2017}}</ref>}}


{{Term|Construction and management simulation|content=[[construction and management simulation]] {{anchor|CMS}}(CMS)}}
{{Term|Construction and management simulation|content=[[construction and management simulation]] {{anchor|CMS}}(CMS)}}
{{Defn|A video game genre that involves planning out 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.}}
{{Defn|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.}}


{{Term|Content rating|content=[[Video game content rating system|content rating]] {{anchor|content rating}}}}
{{Term|Content rating|content=[[Video game content rating system|content rating]] {{anchor|content rating}}}}
{{Defn|Classifying 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 actually, by law, or de facto banned from sale, such as the AO (Adults Only) rating in the [[United States|US]]. 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.}}
{{Defn|Classifying 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.}}


{{Term|Continue|content=continue{{anchor|Continue}}}}
{{Term|Continue|content=continue{{anchor|Continue}}}}
{{Defn|[[File:A7xpg-continue.png|thumb|150px|''A7Xpg'' gives the player the opportunity to continue playing after losing their last life.]]
{{Defn|
[[File:A7xpg-continue.png|thumb|150px|''A7Xpg'' 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 {{gli|life|lives}} 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.
A common term in video games for the option to continue the game after all of the player's {{gli|life|lives}} 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.
<p>In {{gli|arcade game}}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 {{gli|game over}} screen.<ref name="Compton">{{cite book|last1=Compton|first1=Shanna|title=Gamers: Writers, Artists and Programmers on the Pleasures of Pixels|date=2004|publisher=Soft Skull Press|location=Brooklyn, New York|isbn=9781932360578|pages=117–118|url=https://books.google.com/books?id=-sCO-gODwy4C&pg=RA1-PA117&dq=continue+quarter+arcade&hl=en&ei=BDP3TJivM8L38AbPzPnuBQ&sa=X&oi=book_result&ct=result&resnum=3&ved=0CDIQ6AEwAg#v=onepage&q=continue%20quarter%20arcade&f=false|accessdate=May 24, 2016}}</ref></p><p>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.<ref name="Compton"/> The first arcade game to have a continue feature was ''[[Fantasy (video game)|Fantasy]]'',<ref name="Compton"/> and the first home console cartridge to have this feature was the Atari 2600 version of ''[[Vanguard (video game)|Vanguard]]''.<ref>{{cite magazine|last1=Kunkel|first1=Bill |authorlink1=Bill Kunkel (gaming)|last2=Katz|first2=Arnie|authorlink2=Arnie Katz|date=May 1983|title=Arcade Alley: Zapping for Truth and Justice |magazine=[[Video (magazine)|Video]]|publisher=Reese Communications|volume=7|issue=2|pages=26–28|issn=0147-8907}}</ref>{{rp|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.<ref name="Compton"/> Salen and Zimmerman argue that the continue feature in games such as ''[[Gauntlet (arcade game)|Gauntlet]]'' was an outlet for [[conspicuous consumption]].<ref>{{cite book|last1=Salen|first1=Katie|last2=Zimmerman|first2=Eric|title=Rules of Play: Game Design Fundamentals|date=2004|publisher=MIT Press|location=Cambridge, Massachusetts|isbn=9780262240451|page=264|url=https://books.google.com/books?id=UM-xyczrZuQC&pg=PT232&lpg=PT232&dq=continue+arcade+game+quarter&source=bl&ots=2yLDuXdAYv&sig=ghUz9UVW3uMv_tiiyK97XMKjzHE&hl=en&ei=qzD3TO2sBoP58AaIg5SCBw&sa=X&oi=book_result&ct=result&resnum=9&ved=0CF0Q6AEwCA#v=onepage&q=continue%20arcade%20game%20quarter&f=false|accessdate=May 24, 2016|language=en}}</ref></p>
<p>In more modern times, continues have also been used in a number of [[free-to-play]] games, especially [[mobile game]]s, 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 {{gli|in-app purchase}} of the game's premium currency if required.</p>}}


In {{gli|arcade game}}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 {{gli|game over}} screen.<ref name="Compton">{{cite book|last1=Compton|first1=Shanna|title=Gamers: Writers, Artists and Programmers on the Pleasures of Pixels|date=2004|publisher=Soft Skull Press|location=Brooklyn, New York|isbn=978-1-932360-57-8|pages=117–118|url=https://books.google.com/books?id=-sCO-gODwy4C&q=continue+quarter+arcade&pg=RA1-PA117|access-date=May 24, 2016}}{{Dead link|date=September 2023 |bot=InternetArchiveBot |fix-attempted=yes }}</ref>
<dt>control pad</dt><!--anchored at D-pad-->

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.<ref name="Compton" /> The first arcade game to have a continue feature was ''[[Fantasy (video game)|Fantasy]]'',<ref name="Compton" /> and the first home console cartridge to have this feature was the Atari 2600 version of ''[[Vanguard (video game)|Vanguard]]''.<ref>{{cite magazine|last1=Kunkel|first1=Bill |author-link1=Bill Kunkel (gaming)|last2=Katz|first2=Arnie|author-link2=Arnie Katz|date=May 1983|title=Arcade Alley: Zapping for Truth and Justice |magazine=[[Video (magazine)|Video]]|publisher=Reese Communications|volume=7|issue=2|pages=26–28|issn=0147-8907}}</ref>{{rp|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.<ref name="Compton" /> Salen and Zimmerman argue that the continue feature in games such as ''[[Gauntlet (arcade game)|Gauntlet]]'' was an outlet for [[conspicuous consumption]].<ref>{{cite book|last1=Salen|first1=Katie|last2=Zimmerman|first2=Eric|title=Rules of Play: Game Design Fundamentals|date=2004|publisher=MIT Press|location=Cambridge, Massachusetts|isbn=978-0-262-24045-1|page=264|url=https://books.google.com/books?id=UM-xyczrZuQC&q=continue+arcade+game+quarter&pg=PT232|access-date=May 24, 2016|language=en}}</ref>

In more modern times, continues have also been used in a number of [[free-to-play]] games, especially [[mobile game]]s, where the player is offered a chance to pay a certain amount of premium currency to continue after failing or losing. One example is ''[[Temple Run 2]]'', where the price of a continue doubles after each failure, with an on-the-fly {{gli|in-app purchase}} of the game's premium currency if required.}}

{{Term|control pad|noid=y}}<!--anchored at D-pad-->
{{Defn|1={{crossref|selfref=no|See {{gli|D-pad}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|D-pad}}.}}}}


{{Term|Control point|content=control point (CP)}}
{{Term|control point|content=control point (CP)}}
{{Defn|A {{gli|game mode}} which involves the team capturing each required "capture point" in order to win the round or level.}}
{{Defn|A {{gli|game mode}} which involves the team capturing each required "capture point" in order to win the round or level.}}


<dt>control stick</dt><!--anchored at analog stick-->
{{Term|control stick|noid=y}}<!--anchored at analog stick-->
{{Defn|1={{crossref|selfref=no|See {{gli|analog stick}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|analog stick}}.}}}}


{{Term|Controller|content=[[Game controller|controller]]}}
{{Term|Controller|content=[[Game controller|controller]]}}
{{Defn|A means of control over the console or [[Personal Computer|PC]] on which the game is played. Specialized game controllers include the {{gli|joystick}}, {{gli|light gun}}, {{gli|paddle}}, and {{gli|trackball}}.}}
{{Defn|A means of control over the console or computer on which the game is played. Specialized game controllers include the {{gli|joystick}}, {{gli|light gun}}, {{gli|paddle}}, and {{gli|trackball}}.}}


<dt>conversation tree</dt><!--anchored at dialog tree-->
{{Term|conversation tree|noid=y}}<!--anchored at dialog tree-->
{{Defn|1={{crossref|selfref=no|See {{gli|dialog tree}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|dialog tree}}.}}}}


{{Term|Cooldown|content=cooldown}}
{{Term|conversion kit}}
{{Defn|Special 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 (1983 video game)|Star Wars]]'' to ''[[Star Wars: The Empire Strikes Back (1985 video game)|The Empire Strikes Back]]'', or from ''[[Street Fighter II: Champion Edition]]'' to ''[[Street Fighter II Turbo]]''.}}
{{Defn|The minimum length of time that the player needs to wait after using an [[Skill (role-playing games)|ability]] before they can use it again. This concept was first introduced by the text {{gli|MUD}} ''[[Avalon (MUD)|Avalon: The Legend Lives]]''.
<p>An analogy can be made to the [[Handloading|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 {{gli|balance}} a weapon such as a [[Gun turret|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.</p>
<p>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 {{gli|frame rate}} 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 {{gli|lag}} caused by players spamming (ie: repeatedly casting at {{gli|maxed out}} cast rates) these spells in multiplayer games.</p>
<p>Moves and attacks in fighting games (like those from the ''[[Street Fighter]]'' series) are measured in animation frames (which may be 1/20th to 1/60th 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.</p>}}


{{Term|cooldown}}
{{Term|Cooperative gameplay|content=[[cooperative gameplay]] (co-op){{anchor|Cooperative gameplay|co-op|Co-op}}}}
{{Defn|The minimum length of time that the player needs to wait after using an [[Skill (role-playing games)|ability]] before they can use it again. This is commonly done for [[game balance]] so less powerful abilities remain relevant.<ref>{{cite web|url=https://www.gamedeveloper.com/design/the-3-key-factors-of-balance-in-game-design|title=The 3 Key Factors of Balance in Game Design|last=Bycer|first=Josh|work=[[Game Developer (website)|Game Developer]]|date=July 31, 2017|accessdate=May 26, 2023}}</ref>}}
{{Defn|Multiplayer gameplay where the players work together on the same team against computer-controlled opponents or challenges.<ref name="Dille"/>}}


{{Term|co-op|noid=y}}<!--anchored at cooperative gameplay-->
{{Term|Corruptor|content=corruptor}}
{{Defn|1={{crossref|selfref=no|See {{gli|cooperative gameplay}}.}}}}
{{Defn|A computer program used either as or in conjunction with an {{gli|emulator}} 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. These effects may include: displaced or misdirected pixels in a spritemap; never-ending levels; artifacts; distorted or entirely incorrect sprites, polygons, textures, or character models; spastic animations; incorrect text or dialogue trees; flickering graphics or lights; incorrect or distorted audio; inconvenient invisible walls; lack of collision detection; and other forced glitches. Corruptions often result in the game becoming unwinnable, and may also result in crashes and {{gli|softlock}}s. ''See also {{gli|real-time corruptor}} and {{gli|ROM hacking|ROM hacking}}''.}}

{{Term|Cooperative gameplay|content=[[Cooperative video game|cooperative gameplay]] (co-op){{anchor|Cooperative gameplay|co-op|Co-op}}}}
{{Defn|Multiplayer gameplay where the players work together on the same team against computer-controlled opponents or challenges.<ref name="Dille" />}}

{{Term|corruptor}}
{{Defn|A computer program used either as or in conjunction with an {{gli|emulator}} 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; unpredictable and outlandish animations; incorrect text or dialogue trees; flickering graphics or lights; incorrect or distorted audio; inconvenient invisible walls; lack of {{gli|collision detection}}; and other forced glitches. Corruptions often result in the game becoming unwinnable, and may also result in unusual crashes and {{gli|softlock}}s. ''See also {{gli|real-time corruptor}} and {{gli|ROM hacking|ROM hacking}}''.}}

{{Term|Couch co-op|content=[[Cooperative_video_game#Couch_co-op_and_online_co-op_modes|couch co-op]]}}
{{Defn|A [[Multiplayer_video_game#Local_multiplayer|local]] [[cooperative video game]] that is designed to be played by multiple players on the same display screen, using {{gli|split-screen multiplayer|split-screen}}.}}


{{Term|Cover system|content=[[cover system]]}}
{{Term|Cover system|content=[[cover system]]}}
{{Defn|A 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 {{gli|first-person shooters}}. Many cover systems also allow the character to use ranged attacks in return while in cover although with an accuracy penalty.<ref name=Ashcraft>{{cite web|author=Brian Ashcraft|url=http://kotaku.com/5452654/how-cover-shaped-gamings-last-decade|title=How Cover Shaped Gaming's Last Decade|publisher=Kotaku|date=January 20, 2010|accessdate=March 26, 2011}}</ref>}}
{{Defn|A 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 {{gli|first-person shooters}}. Many cover systems also allow the character to use ranged attacks in return while in cover although with an accuracy penalty.<ref name=Ashcraft>{{cite web|author=Brian Ashcraft|url=http://kotaku.com/5452654/how-cover-shaped-gamings-last-decade|title=How Cover Shaped Gaming's Last Decade|website=Kotaku|date=January 20, 2010|access-date=March 26, 2011}}</ref>}}

{{Term|coyote time}}
{{Defn|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 {{gli|platform game}}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.<ref>{{cite web | url=https://www.polygon.com/2017/9/2/16247112/video-game-developer-secrets | title=Video game developers confess their hidden tricks at last | first=Owen | last=Good | date=September 2, 2017 | access-date=June 26, 2020 | work=[[Polygon (website)|Polygon]] }}</ref><ref>{{cite web | url=https://www.polygon.com/2020/3/13/21178378/celeste-jumping-mechanics-secrets-development-maddy-thorson-platformer | title=Dev reveals the many ways their tough game secretly helps the player | first=Patricia | last=Hernandez | date=March 13, 2020 | access-date=June 26, 2020 | work=[[Polygon (website)|Polygon]] }}</ref> }}


{{Term|CPU|content=CPU{{anchor|cPU|CPU}}}}
{{Term|CPU|content=CPU{{anchor|cPU|CPU}}}}
{{Defn|no=1|[[Central processing unit]]; the part of the computer or video game which executes the games' program.}}
{{Defn|A character controlled by the game software using [[artificial intelligence]], usually serving as an opponent to the player or players. The name stems from [[central processing unit]]s (CPUs), a circuit which controls and carries out the instructions to a computer.}}
{{Defn|no=2|A personal computer.}}
{{Defn|no=3|A {{gli|non-player character}} controlled by the game software using {{gli|artificial intelligence}}, usually serving as an opponent to the player or players.}}


<dt>CPU versus CPU</dt><!--anchored at zero-player game-->
{{Term|CPU versus CPU|noid=y}}<!--anchored at zero-player game-->
{{Defn|1={{crossref|selfref=no|See {{gli|zero-player game}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|zero-player game}}.}}}}

{{Term|cracked|content=cracked{{anchor|cracked}}}}
{{Defn|no=1|Software that has had its anti-[[Copyright infringement|piracy]] protections removed prior to being illegally distributed. See: [[Software cracking]]}}
{{Defn|no=2|Being extremely good at something.}}


{{Term|crafting|content=crafting{{anchor|Crafting}}}}
{{Term|crafting|content=crafting{{anchor|Crafting}}}}
{{Defn|A game mechanic that allows the player-character to construct game items, such as armor, weapons or medicine from combinations of other items. Most {{gli|massive multiplayer online game|MMOGs}} feature a crafting system.}}
{{Defn|A game mechanic that allows the player-character to construct game items, such as armor, weapons or medicine from combinations of other items. Most {{gli|massive multiplayer online game|MMOGs}} feature a crafting system.}}


{{Term| cranking 90s|content= [[Fortnite Battle Royale|cranking 90s]]{{anchor|cranking 90s}}}}
{{Term|Credit-feeding|content=credit-feeding}}
{{Defn|Commonly 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,<ref>{{cite web|url=https://dotesports.com/fortnite/news/common-fortnite-terms-and-their-meanings|title=Common Fortnite terms and their meanings|last=Çakir|first=Gökhan|work=[[Dotesports]]|date=November 28, 2020|access-date=June 20, 2022}}</ref> and "cranking" refers to how one must perform this repeatedly. "Cranking" 90s usually results in a tower being created.}}
{{Defn|To complete an arcade game by using as many continues as possible. Prevalent in action games or shooters where the player is revived at the exact moment their character died during their previous credit. Some home conversions (such as AES versions of [[Neo Geo (system)|Neo Geo]] games) tend to limit the number of credits each player is allowed to use in a {{gli|playthrough}} as a way of preserving the challenge, while other conversions (such as the ports in the ''[[Namco Museum]]'' series) impose no such limits in order to faithfully reproduce every feature of the original version. {{crossref|selfref=no|Compare with {{gli|1CC}}.}}}}

{{Term|credit-feeding}}
{{Defn|To complete an arcade game by using as many continues as possible. Prevalent in action games or shooters where the player is revived at the exact moment their character died during their previous credit. Some home conversions (such as AES versions of [[Neo Geo (system)|Neo Geo]] games) tend to limit the number of credits each player is allowed to use in a {{gli|playthrough}} as a way of preserving the challenge, while other conversions (such as the ports in the ''[[Namco Museum]]'' series) impose no such limits in order to reproduce the original version as faithfully as possible. {{crossref|selfref=no|Compare with {{gli|1CC}}.}}}}


{{Term|Critical hit|content=[[critical hit]]{{anchor|critical hits|crit}}}}
{{Term|Critical hit|content=[[critical hit]]{{anchor|critical hits|crit}}}}
{{Defn|{{ghat|Also '''crit'''.}}A 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.}}
{{Defn|{{ghat|Also '''crit'''.}}A 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.}}


{{Term|cross-buy}}
<dt>cross-platform</dt><!--anchored at multiplatform-->
{{Defn|Ownership of a game on multiple platforms granted through a single purchase.}}

{{Term|cross-platform|noid=y}}<!--anchored at multiplatform-->
{{Defn|1={{crossref|selfref=no|See {{gli|multiplatform}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|multiplatform}}.}}}}


{{Term|Crowd control|content=[[Crowd control (video gaming)|crowd control]]}}
{{Term|cross-platform play|content=[[cross-platform play]]}}
{{Defn|Multi-platform versions of the same online games may be played together.}}
{{Defn|An ability, usually with an area of effect, that is used primarily in {{gli|massively multiplayer online games}} to incapacitate or hinder groups of enemy creatures so that they can then be handled in an ordered or controlled fashion. Proper crowd control is vital in the higher-difficulty areas of most MMO games to ensure success.}}

{{Term|cross-progression}}
{{Defn|Similar to cross-save, when multi-platform games may share the player's current account details, including earned and purchased items, via a server.}}

{{Term|cross-save}}
{{Defn|Multi-platform games may share the player's current state via a server.}}

{{Term|Crowd control|content=[[Crowd control]]}}
{{Defn|A technique used primarily in {{gli|massively multiplayer online games}} to limit or control how many enemies are hostile to the players so they can be picked off more easily.<ref>{{cite web|url=http://articles.techrepublic.com.com/5100-10878_11-6068231.html|archive-url=https://web.archive.org/web/20090705235528/http://articles.techrepublic.com.com/5100-10878_11-6068231.html|archive-date=2009-07-05|title=Playing a MMORPG is not all fun and games, you better have the right vocabulary|last=Kaelin |first=Mark|date=3 May 2006 |work=Tech Republic|publisher=CBS Interactive, Inc.|accessdate=15 December 2009}}</ref> {{crossref|selfref=no|Also see {{gli|aggro}}}}.}}


{{Term|CRPG}}
{{Term|CRPG}}
{{Defn|Abbreviation of computer {{gli|role-playing video game|role-playing game}}. It has the connotation of referring to "classic" games.<ref>{{cite web|url=https://www.gamesradar.com/baldurs-gate-3-developer-says-the-game-isnt-really-a-crpg-in-any-sense-of-the-word/|title=Baldur's Gate 3 developer says the game isn't really a CRPG - in any sense of the word|last=Serin|first=Kaan|work=[[GamesRadar]]|date=2023-11-03|accessdate=2024-02-13}}</ref>}}
{{Defn|Abbreviation of computer or console {{gli|role-playing video game|role-playing game}}.}}


{{term|Crunch|content=[[Crunch (video games)|crunch]]}}
<dt>CTF</dt><!--anchored at capture the flag-->
{{defn|A controversial but common labor practice in the video game industry where game developers have to work compulsory [[overtime]], often uncompensated, in order to meet deadlines.<ref>{{cite web|last=Frauenheim|first=Ed|date=11 November 2004|title=No fun for game developers?|url=https://www.cnet.com/news/no-fun-for-game-developers/|work=[[CNet News]]}}</ref>}}

{{Term|CTF|noid=y}}<!--anchored at capture the flag-->
{{Defn|1={{crossref|selfref=no|See {{gli|capture the flag}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|capture the flag}}.}}}}


{{Term|Cut-In}}
{{Term|cut-in}}
{{Defn|A phase within the person'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. But in {{gli|role-playing game|JRPGs}} it deplete's more than half of the character (or enemy)'s health points.}}
{{Defn|A 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.}}


{{Term|Cutscene|content=[[cutscene]]{{anchor|cinematic|cut-scene}}}}
{{Term|Cutscene|content=[[cutscene]]{{anchor|cinematic|cut-scene}}}}
{{Defn|{{ghat|Also '''cinematic'''.}}A game segment that exists solely to provide detail and exposition to the story. They are used extensively in {{gli|massively multiplayer online game|MMOs}} and {{gli|role-playing video game|RPGs}} in order to progress the plot. Cut-scenes are more likely to be generated by the in-game engine while cinematics are pre-recorded.<ref name="Dille"/>}}
{{Defn|{{ghat|Also '''cinematic'''.}}A game segment that exists solely to provide detail and exposition to the story. They are used extensively in {{gli|massively multiplayer online game|MMOs}} and {{gli|role-playing video game|RPGs}} in order to progress the plot. Cut-scenes are more likely to be generated by the in-game engine while cinematics are pre-recorded.<ref name="Dille" />}}


<dt>cybersport</dt><!--anchored at electronic sports-->
{{Term|cybersport|noid=y}}<!--anchored at electronic sports-->
{{Defn|1={{crossref|selfref=no|See {{gli|electronic sports}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|esports}}.}}}}


{{Glossary end}}
{{Glossary end}}
Line 389: Line 568:


{{Term|D-pad|content=[[D-pad]]{{anchor|control pad|directional pad|D-pad}}}}
{{Term|D-pad|content=[[D-pad]]{{anchor|control pad|directional pad|D-pad}}}}
{{Defn|{{ghat|Also '''control pad''' and '''directional pad'''.}}A 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.<ref name="Controller"/>}}
{{Defn|{{ghat|Also '''control pad''' and '''directional pad'''.}}A 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.<ref name="Controller" />}}


{{Term|Damage over time|content=damage over time (DoT)}}
{{Term|Damage over time|content=damage over time (DoT){{anchor|Damage over time}}}}
{{Defn|An effect, such as poison or catching on fire, that reduces a player's {{gli|health}} over the course of time or turns.}}
{{Defn|An effect, such as poison or catching on fire, that reduces a player's {{gli|health}} over the course of time or turns.}}

{{Term|Damage per minute|content=damage per minute{{anchor|DPM}} (DPM)}}
{{Defn|Used as a metric in some games to allow the player to determine their offensive power.}}


{{Term|Damage per second|content=damage per second {{anchor|Damage per second|DPS}}(DPS)}}
{{Term|Damage per second|content=damage per second {{anchor|Damage per second|DPS}}(DPS)}}
{{Defn|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.}}
{{Defn|no=1|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.}}
{{Defn|no=2|A character archetype in MMOs and RPGs, specifically a character or class that is designed purely to deal as much damage as possible to enemies, as opposed to a tank or healer, who have other primary duties. Specific characters or classes may be considered "sub-types" of DPS, such as a "magic-DPS" as opposed to a "melee-DPS". }}

{{Term|Damage ring|content=damage ring}}
{{Defn|A display element typically found in {{gli|first-person shooter}}s that indicates which direction the {{gli|player-character}} is taking damage from.}}


{{Term|Day one|content=day one{{anchor|release date}}}}
{{Term|Day one|content=day one{{anchor|release date}}}}
{{Defn|{{ghat|Also '''release date'''.}}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.}}
{{Defn|{{ghat|Also '''day zero'''.}}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 {{gli|on-disc DLC}}, where the content is already a part of the game's data, but the player must pay to access it.}}

{{Term|Day zero|content=day zero{{anchor|release date}}}}
{{Defn|{{ghat|Also '''day one'''.}}Before The day of release for a video game; often accompanied by a 'day-zero dlc' to allow early play time that users paid for the game before launch, or maybe extra cosmetics. or the purchaser gets things like the 'day-one DLC' on launch day, or some {{gli|Virtual economy|in game currency}}, where the developer offers content bundled in for buying the game "pre-launch". the 'Day-one DLC' is often associated with {{gli|on-disc DLC}}, where the content is already a part of the game's data, but the player must pay to access it.}}

{{Term|dead zone}}
{{Defn|no=1|A region of the screen in video games in which the camera is controlled via {{gli|free look}} where the mouse cursor can be positioned to lock the camera in place. Can be adjusted in some games.{{citation needed|date=March 2019}}}}
{{Defn|no=2|A [[Deadband|deadzone]] setting for the analog stick that lets players configure how sensitive they want their analog sticks to be, popular in console {{gli|first-person shooter|FPS}} games, and in racing games where it appears as ''Steering Deadzone''.}}

{{Term|Deathmatch|content=[[deathmatch (video games)|deathmatch]]{{anchor|deathmatch|death match|free for all|free-for-all}}}}
{{Defn|{{ghat|Also '''free-for-all'''}}A game mode in many shooter and real-time strategy games in which the objective is to kill as many other characters as possible until a time limit or kill limit is reached. {{crossref|selfref=no|Compare to {{gli|last man standing}}.}}}}

{{Term|Debug mode}}
{{Defn|A feature left in a game that the development team would use to test the game and check for bugs. There are many ways that they could have been implemented, such as a menu with selectable options, button combinations or a room with stuff useful for testing. Debug modes will tend to have many useful features for testing, such as being able to make the player invulnerable to damage, giving the tester every single weapon available, being able to warp to any part of the game as needed, being able to defeat any enemy in a single hit, and so on. There may also be the ability to modify the camera placement, such as for the purpose of taking screenshots to use for advertising purposes. Typically, these will be removed or hidden before the game is released to the public. Some games may leave them available to the player still, such as by making them be an unlockable option, or requiring a code to unlock it. In other cases, they may be entirely unavailable through normal gameplay and glitches or external hacking would be required to access them. This can also be referred to as a debug menu or a debug room.}}


{{Term|Dead zone|content=dead zone}}
{{Term|Degrees of Freedom (DoF)|content=[[Degrees of freedom]]}}
{{Defn|The number of vectors of player-character movement that the player has control over, which are often a criterion associated with the game's genre.
{{Defn|A region of the screen in video games in which the camera is controlled via [[freelook]] where the mouse cursor can be positioned to lock the camera in place. Can be adjusted in some games.}}
* 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 [[Three degrees of freedom|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 [[Six degrees of freedom|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)
In addition, special features of games may manipulate other dimensions not associated with the X, Y, & Z axes of 3D space as DoF, such as time, player state, macro-location (fast travel), map state, NPC visibility or other game parameters.}}


{{Term|Debuff|content=[[Status effect#Buffs and debuffs|debuff{{anchor|debuffs}}]]}}
{{Term|Debuff|content=[[Status effect#Buffs and debuffs|debuff{{anchor|debuffs}}]]}}
{{Defn|no=1|The opposite of a buff, an effect placed on a character that negatively impacts their statistics and characteristics. ''See also {{gli|nerf}}.''}}
{{Defn|no=1|The opposite of a buff, an effect placed on a character that negatively impacts their statistics and characteristics. {{crossref|selfref=no|Compare with {{gli|nerf}}.}}}}
{{Defn|no=2|Effects that nullify or cancel the effects of buffs.}}
{{Defn|no=2|Effects that nullify or cancel the effects of buffs.}}

{{Term|Demake|content=[[Video_game_remake#Demakes|demake]]{{anchor|de-make}}}}
{{Defn|A type of video game {{gli|remake}} for older generation hardware.}}


{{Term|Destructible environment|content=[[destructible environment]]{{anchor|Destructible environment}}}}
{{Term|Destructible environment|content=[[destructible environment]]{{anchor|Destructible environment}}}}
{{Defn|A game level in which walls and other surfaces can be damaged and destroyed.<ref name="Dille"/>}}
{{Defn|A game level in which walls and other surfaces can be damaged and destroyed.<ref name="Dille" />}}


{{Term|Developer|content=[[video game developer|developer]]}}
{{Term|Developer|content=[[video game developer|developer]]}}
{{Defn|The production company which makes a video game.<ref name="Dille"/>}}
{{Defn|The production company which makes a video game.<ref name="Dille" />}}


{{Term|Development hell|content=[[development hell]]}}
{{Term|Development hell|content=[[development hell]]}}
{{Defn|An unofficial, indefinite 'waiting period' during which a project is effectively stalled and unable to proceed. Projects that enter development hell are often delayed by several years, but are not usually considered to be formally cancelled by the publisher.}}
{{Defn|An unofficial, indefinite "waiting period" during which a project is effectively stalled and unable to proceed. Projects that enter development hell are often delayed by several years, but are not usually considered to be formally cancelled by the publisher.}}

{{Term|devolution}}
{{Defn|The act of running games and applications from storage media not originally supported for this use. For example, [[Hard disk drive#External hard disk drives|external hard disk drives]] or [[USB flash drive]]s can be used on consoles that only officially support running games and applications from [[CD]] or [[DVD]] disks. Usually can only be done in [[modded]] game consoles.}}


{{Term|Dialog tree|content=[[dialog tree]]{{anchor|conversation tree}}}}
{{Term|Dialog tree|content=[[dialog tree]]{{anchor|conversation tree}}}}
Line 423: Line 626:


{{Term|Difficulty|content=[[Degree of difficulty#In video gaming|difficulty]]{{anchor|difficulty level}}}}
{{Term|Difficulty|content=[[Degree of difficulty#In video gaming|difficulty]]{{anchor|difficulty level}}}}
{{Defn|The level of difficulty that a player wishes to face while playing a game; at higher difficulty levels, the player usually faces stronger NPCs, limited resources, or tighter time-limits.}}
{{Defn|The level of difficulty that a player wishes to face while playing a game. At higher difficulty levels, the player usually faces stronger NPCs, limited resources, or tighter time-limits.}}


{{Term|Digital rights management|content=[[digital rights management]] {{anchor|DRM}}(DRM)}}
{{Term|Digital rights management|content=[[digital rights management]] {{anchor|DRM}}(DRM)}}
{{Defn|Software tools for copyright protection; often heavily criticized, particularly if the DRM tool is overly restrictive or badly-designed.}}
{{Defn|Software tools for copyright protection. Often criticized, particularly if the DRM tool is overly restrictive or badly-designed.}}


<dt>directional pad</dt><!--anchored at D-pad-->
{{Term|directional pad|noid=y}}<!--anchored at D-pad-->
{{Defn|1={{crossref|selfref=no|See {{gli|D-pad}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|D-pad}}.}}}}


<dt>display mode</dt><!--anchored at attract mode-->
{{Term|display mode|noid=y}}<!--anchored at attract mode-->
{{Defn|1={{crossref|selfref=no|See {{gli|attract mode}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|attract mode}}.}}}}


<dt>DLC</dt><!--anchored at downloadable content-->
{{Term|DLC|noid=y}}<!--anchored at downloadable content-->
{{Defn|1={{crossref|selfref=no|See {{gli|downloadable content}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|downloadable content}}.}}}}

{{Term|dolphin}}
{{Defn|In {{gli|free-to-play}} games, a user who occasionally spends real-world money on in-game items or spends a modest amount, but not enough to be considered a {{gli|whale}}.}}


{{Term|Doom clone}}
{{Term|Doom clone}}
{{Defn|An early term to describe {{gli|first-person shooters}}, based on gameplay that mimicked that from ''[[Doom (1993 video game)|Doom]]''.}}
{{Defn|An early term for {{gli|first-person shooters}}, based on gameplay that mimicked that from ''[[Doom (1993 video game)|Doom]]''.}}


{{Term|Double jump|content=double jump{{Anchor|Double jump}}}}
{{Term|Double jump|content=double jump{{Anchor|Double jump}}}}
{{Defn|The action, when game mechanics allow, of a game character being able to execute two successive {{gli|jump|jumps}}, the second jump occurring in mid-air without coming into contact with anything. The player must then typically touch the ground before being able to jump again.<ref>{{cite web|url=https://www.giantbomb.com/double-jump/3015-1/ |title=Double Jump (Concept) |publisher=Giant Bomb |access-date=2019-04-09}}</ref>}}
{{Defn|An additional {{gli|jump}} that follows the first in quick succession.<ref name="Rogers">{{cite book|last1=Rogers|first1=Scott|title=Level Up!: The Guide to Great Video Game Design|date=2013|publisher=Wiley|location=Hoboken, New Jersey|isbn=9780470970928|page=102|url=https://books.google.com/books?id=8w_ETFmHrewC|accessdate=March 3, 2017}}</ref>}}


{{Term|DBNO|content=down-but-not-out (DBNO)}}
{{Term|DBNO|content=down-but-not-out (DBNO)}}
{{Defn|A near-death state, typically found in team [[battle royale game|battle royale games]] or other team shooter games in which a fellow squad member becomes incapacitated after losing all health. The DBNO player can be revived by teammates as long as they still have health, but can only recover a subset of health after that happens. If teammates do not hurry to save them, DBNO players will finally be defeated once their tenacity runs out, either with the passage of time or when attacked by opponents.}}
{{Defn|A term for near-death state, typically found in team {{gli|battle royale game|battle royale games}}, in which a player becomes incapacitated instead of dying after losing health points. Players in this state can be revived by teammates as long as they still have health.<ref>{{cite web |title=What does DBNO mean? |url=https://support.pubg.com/hc/en-us/articles/115004169533-What-does-DBNO-mean- |website=support.pubg.com |access-date=16 November 2018}}</ref>{{relevance inline|date=March 2019|Does this really belong here?}}}}


{{Term|Downloadable content|content=[[downloadable content]] {{anchor|DLC}}(DLC)}}
{{Term|Downloadable content|content=[[downloadable content]] {{anchor|DLC}}(DLC)}}
{{Defn|Additional content for a video game that is acquired through a digital delivery system.}}
{{Defn|Additional content for a video game that is acquired through a digital delivery system.}}


{{Term|DPM}}
{{Term|DPM|noid=y}}<!--anchored at damage per second-->
{{Defn|1={{crossref|selfref=no|See {{gli|damage per minute}}.}}}}
{{Defn|Abbreviation of damage per minute, used as a metric in some games to allow the player to determine their offensive power.}}


<dt>DPS</dt><!--anchored at damage per second-->
{{Term|DPS|noid=y}}<!--anchored at damage per second-->
{{Defn|1={{crossref|selfref=no|See {{gli|damage per second}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|damage per second}}.}}}}


{{Term|Draft|content=draft}}
{{Term|draft}}
{{Defn|A {{gli|game mode}} associated with [[collectible card game]]s including digital variants. A draft mode enables a player to create a deck of cards in such games by selecting one card of a number of randomly selected cards at a time. The player then uses the completed deck to play in matches against other players or computer opponents until they meet a certain win or loss record.}}
{{Defn|A {{gli|game mode}} associated with [[collectible card game]]s including digital variants. A draft mode enables a player to create a deck of cards in such games by selecting one card of a number of randomly selected cards at a time. The player then uses the completed deck to play in matches against other players or computer opponents until they meet a certain win or loss record. Draft games contrast with ''constructed deck'' games, where players draw on their personal collections of cards.}}


{{Term|drift}}
<dt>DRM</dt><!--anchored at digital rights management-->
{{Defn|{{ghat|Also '''[[stick drift]]'''.}}A typical malfunction that affects the {{gli|analog stick}}(s) of a [[gamepad]], in which its neutral position is set somewhere on its fringe, instead of the central position that it default maintains when the analog stick is unmoved. This can cause undesired gameplay effects, such as causing a character to constantly move or the game camera to constantly be locked to one skewed angle while the analog stick(s) is/are unmoved, depending on which stick is affected or the game's controls.}}

{{Term|DRM|noid=y}}<!--anchored at digital rights management-->
{{Defn|1={{crossref|selfref=no|See {{gli|digital rights management}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|digital rights management}}.}}}}

{{Term|drop rate}}
{{Defn|The probability of obtaining a particular item from a [[loot box]] or [[booster pack]] in certain video games, particularly in games with [[microtransactions]].}}


{{Term|Drop-in, drop-out|content=drop-in, drop-out{{anchor|Drop-in, Drop-out}}}}
{{Term|Drop-in, drop-out|content=drop-in, drop-out{{anchor|Drop-in, Drop-out}}}}
{{Defn|A type of competitive or cooperative multiplayer game that enables a player to join the game at any time without waiting and leave without any penalty, and without affecting the game for other players.}}
{{Defn|A type of competitive or cooperative multiplayer game that enables a player to join the game at any time without waiting and leave without any penalty, and without affecting the game for other players.}}


{{Term|Dungeon|content=dungeon}}
{{Term|Dummied out}}
{{Defn|Refers to content that existed in a game during development and is in the code, but is not actually present in typical gameplay. Lots of aspects in a game can be this, such as cutscenes, weapons, characters (playable or not), items, missions or levels. There are many reasons why content may be subject to this, like if it was too buggy, if it was too unbalanced, if it was never intended to be released (like a weapon that's overpowered on purpose so the developers can get through the story easily), copyright issues (such as if a license to use a copyrighted character expired), if programming it couldn't be finished in time (such as to meet a release date), or any other reason.}}
{{Defn|{{ghat|See also {{gli|level}}}}In an {{gli|open world}} game, refers to any hostile location where the player is likely to come under attack. Often these are enclosed areas such as a cave, ship, or building; hence the term ''dungeon''.}}

{{Term|dungeon}}
{{Defn|{{ghat|See also {{gli|level}}}}In an {{gli|open world}} game such as an [[Role-playing video game|RPG]], an enclosed area filled with hostile NPCs where the player is likely to come under attack. In this sense, it can be used to refer to literal "[[dungeons]]" or include any number of other places, such as caves, ships, forests, sewers or buildings. Dungeons may be maze-like or contain puzzles that the player must solve and often hide valuable items within to encourage player exploration.}}


{{Term|Dungeon crawl|content=[[dungeon crawl]]}}
{{Term|Dungeon crawl|content=[[dungeon crawl]]}}
{{Defn|A genre of video game that is based around exploring a dungeon or similar setting, defeating monsters and collecting loot.}}
{{Defn|A genre of video game that is based on exploring dungeons or similar setting, defeating monsters and collecting loot.}}

{{Term|duping}}
{{Defn|Derived from the word "duplicating", the practice of using a bug to illegitimately create duplicates of unique items or currency in a persistent online game, such as an MMOG. Duping can vastly destabilize a virtual economy or even the gameplay itself.}}


{{Term|Dynamic game difficulty balancing|content=[[dynamic game difficulty balancing]]}}
{{Term|Dynamic game difficulty balancing|content=[[dynamic game difficulty balancing]]}}
{{Defn|The automatic change in parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, with the aim of avoiding player boredom or frustration.}}
{{Defn|The automatic change in parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, with the aim of avoiding player boredom or frustration.}}


{{Term|Dynamic music|content=dynamic music}}
{{Term|dynamic music|noid=y}}<!--anchored at adaptive music-->
{{Defn|1={{crossref|selfref=no|See {{gli|adaptive music}}.}}<ref name="Dille" /><ref>{{Citation|title=Master of the Sigmaringen Collection|date=2011-10-31|url=http://dx.doi.org/10.1093/benz/9780199773787.article.b00114514|work=Benezit Dictionary of Artists|publisher=Oxford University Press|doi=10.1093/benz/9780199773787.article.b00114514|access-date=2021-05-19}}</ref>}}
{{Defn|Game music which reacts to what is happening in the game.<ref name="Dille"/>}}
{{Glossary end}}
{{Glossary end}}


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{{Glossary}}
{{Glossary}}


{{Term|Early access|content=[[early access]]}}
{{Term|Electronic sports|content=[[electronic sports]]{{anchor|eSports|cybersport|cybersports|cyber sport|cyber sports|competitive gaming|professional gaming|pro gaming}}}}
{{Defn|{{ghat|Also '''software testing''' and '''Software release life cycle'''.}}A development model where players are able to purchase and play a game as it currently stands, be it early in development or close to a full release. On the developer's end, early access allows them to gather player feedback and further the game's development with the money made from these sales. {{crossref|selfref=no|See also {{gli|open beta.}}}}}}
{{Defn|
{{ghat|Also '''competitive gaming''', '''cybersports''' and '''professional gaming'''.}}
Organized competitions around competitive video games, typically using games from the {{gli|first-person shooter}} and {{gli|multiplayer online battle arena}} genres, and often played for prize money and recognition.}}


{{Term|Elo hell|content=[[Elo hell]]{{Anchor|Elo hell}}}}
{{Term|Elo hell|content=[[Elo hell]]{{Anchor|Elo hell}}}}
{{Defn|The phenomenon of being stuck at a lower rank than your true skill level in [[competitive video games]] that use the [[Elo rating system]] due to teammates of inferior skill.}}
{{Defn|The phenomenon of being stuck at a lower rank than is reflective of the player's true skill level in [[competitive video games]] that utilize the [[Elo rating system]] which may occur for various reasons, usually due to unbalanced matchmaking (where the player may happen to have teammate/s of inferior skill).
Quite often, Elo Hell is not real, and used as a scapegoat when gamers don't want to admit their flaws, or cannot find them. The term is quite frequent in games like [[Counter-Strike 2]], where low-ranking players with high mechanical skill claim that they 'aught to be Global Elite' (the highest rank in the game), but fail to prepare for fights, manage their in-game money, or communicate strategies to their teammates.}}


{{Term|Emergent gameplay|content=[[emergent gameplay]]}}
{{Term|Emergent gameplay|content=[[emergent gameplay]]}}
{{Defn|{{gli|gameplay|Gameplay}} that develops as a result of player creativity, rather than the game's programmed structure.<ref name="Dille"/> ''[[EVE Online]]'' is well-known for its emergent gameplay, which allows player-formed alliances to fight extended 'wars' over valuable territory and resources, or simply become 'space pirates' and prey on other player-operated vessels.}}
{{Defn|{{gli|gameplay|Gameplay}} that develops as a result of player creativity, rather than the game's programmed structure.<ref name="Dille" /> ''[[EVE Online]]'' is well-known for its emergent gameplay, which allows player-formed alliances to fight extended 'wars' over valuable territory and resources, or simply become 'space pirates' and prey on other player-operated vessels.}}


{{Term|Emulator|content=[[Video game console emulator|emulator]]}}
{{Term|Emulator|content=[[Video game console emulator|emulator]]}}
{{Defn|A software program that is designed to replicate the software and hardware of a video game console on more-modern computers and other devices. Emulators typically include the ability to load software images of cartridges and other similar hardware-based game distribution methods from the earlier hardware generations, in addition to more-traditional software images.}}
{{Defn|A software program that is designed to replicate the software and hardware of a video game console on more modern computers and other devices. Emulators typically include the ability to load software images of cartridges and other similar hardware-based game distribution methods from the earlier hardware generations, in addition to more-traditional software images.}}

{{Term|end game}}
{{Defn|The {{gli|gameplay}} of a given title at the climax of its storyline or campaign, and is followed by the {{gli|postgame}}.}}


{{Term|End game|content=end game}}
{{Term|end game loop}}
{{Defn|The game-play available in a {{gli|massively multiplayer online game}} for characters that have completed all of the currently-available content.}}
{{Defn|The {{gli|gameplay}} available in a {{gli|massively multiplayer online game}} for characters that have completed all of the currently-available content. Repeatable content after the climax of the storyline or campaign.}}


{{Term|Endless mode|content=endless mode}}
{{Term|endless mode}}
{{Defn|A {{gli|game mode}} in which players are challenged to last as long as possible against a continuing threat with limited resources or player-character lives, with their performance ranked on how long they survive before succumbing to the threat (such as the death of the player-character) or on score. This mode is typically offered in games that otherwise have normal endings that can be reached, providing an additional challenge to the players once the main game is completed.}}
{{Defn|A {{gli|game mode}} in which players are challenged to last as long as possible against a continuing threat with limited resources or player-character lives, with their performance ranked on how long they survive before succumbing to the threat (such as the death of the player-character) or on score. This mode is typically offered in games that otherwise have normal endings that can be reached, providing an additional challenge to the players once the main game is completed.}}

{{Term|Endless runner|content=[[endless runner]]}}
{{Defn|{{ghat|Also '''infinite runner'''.}}A subgenre of {{gli|platform game}} in which the player character runs for an infinite amount of time while avoiding obstacles. The player's objective is to reach a {{gli|high score}} by surviving for as long as possible.<ref>{{cite web|url=https://www.pastemagazine.com/games/the-leaderboard-the-loneliness-of-the-endless-runn/|title=The Leaderboard: The Loneliness of the Endless Runner|first=Lana|last=Polansky|date=1 July 2013|website=[[Paste (magazine)|Paste Magazine]]|access-date=24 December 2022}}</ref>}}

{{Term|enemy}}
{{Defn|A {{glossary link|NPC|non-player character}} that tries to harm the player.}}


{{Term|energy}}
{{Term|energy}}
{{Defn|no=1|Governs how often a {{gli|player character}} is allowed to use a special ability, mostly in action or combat-oriented games. Behaves similar to [[mana point]]s.}}
{{Defn|no=1|A {{gli|game mechanic}} using a character resource-pool which governs how often the character is allowed to use a special ability.}}
{{Defn|no=2|Governs how often a player is allowed to play a particular {{gli|free-to-play}} game; energy can be replenished instantly with an {{gli|in-app purchase}}, or replenished slowly by waiting and not playing the game.}}
{{Defn|no=2|How often a player is allowed to play a particular {{gli|free-to-play}} game; energy can be replenished instantly with an {{gli|in-app purchase}}, or replenished slowly by waiting and not playing the game.}}
{{Defn|no=3|(Usually in futuristic games) The player's {{gli|health}}.}}


<dt>engine</dt><!--anchored at game engine-->
{{Term|engine|noid=y}}<!--anchored at game engine-->
{{Defn|1={{crossref|selfref=no|See {{gli|game engine}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|game engine}}.}}}}

{{anchor|Environmental storytelling}}
{{Term|environmental storytelling}}
{{Defn|Story that is conveyed via the physical design or [[set dressing]] of a game's world, rather than [[cutscenes]] or dialogue.<ref>{{Cite web |last=Lawardorn |first=Damien |date=2020-01-27 |title=The Rise, Fall, and Place of Environmental Storytelling in Games |url=https://www.escapistmagazine.com/the-rise-fall-and-place-of-environmental-storytelling-in-games/ |access-date=2022-11-12 |website=The Escapist |language=en-US}}</ref>}}


{{Term|ESP cheats|content=[[Cheating in online games#ESP|ESP cheats]] {{anchor|ESP cheats|ESP cheat|extra-sensory perception cheats|ESP|extra-sensory perception|extrasensory perception}}(extra-sensory perception cheats)}}
{{Term|ESP cheats|content=[[Cheating in online games#ESP|ESP cheats]] {{anchor|ESP cheats|ESP cheat|extra-sensory perception cheats|ESP|extra-sensory perception|extrasensory perception}}(extra-sensory perception cheats)}}
{{Defn|A package of multiple {{gli|cheat|cheats}}. e.g., "distance ESP" shows the distance between the enemy and the player, "player ESP" makes enemies highly visible, and "weapon ESP" shows enemy weapons.<ref name="Davidson"/>{{rp|120}}}}
{{Defn|A package of multiple {{gli|cheat|cheats}}. e.g., "distance ESP" shows the distance between the enemy and the player, "player ESP" makes enemies highly visible, and "weapon ESP" shows enemy weapons.<ref name="Davidson" />{{rp|120}}}}


{{Term|Esports|content=[[esports]]{{anchor|eSports|cybersport|cybersports|cyber sport|cyber sports|competitive gaming|professional gaming|pro gaming}}}}
{{Term|Experience point|content=[[experience point]] {{anchor|XP}}(XP)}}
{{Defn|{{ghat|Also '''electronic sports''', '''e-sports''', '''eSports''', '''competitive gaming''', '''cybersports''' and '''professional gaming'''.}}Organized competitions around competitive video games, often played for prize money and recognition.}}

{{Term|Experience point|content=[[experience point]] {{anchor|XP}}(XP, EXP)}}
{{Defn|In games that feature the ability for the {{gli|player-character}} to gain levels, such as {{gli|role-playing video games}}, experience points are used to denote progress towards the next character level.}}
{{Defn|In games that feature the ability for the {{gli|player-character}} to gain levels, such as {{gli|role-playing video games}}, experience points are used to denote progress towards the next character level.}}

{{Term|[[Expansion Pack]] point|content=[[expansion pack]] {{anchor|expansion pack}} (Add-on)}}
{{Defn|An addition to an existing [[role-playing game]], [[tabletop game]], [[video game]] or [[collectible card game]]. These [[Expansion pack|add-ons]] usually add new game areas, weapons, objects, characters, or an extended storyline to an already-released game.}}
{{Glossary end}}
{{Glossary end}}


==F==
==F==
{{Glossary}}
{{Glossary}}

{{Term|F|content=F{{anchor|F}}}}
{{Defn|Shorthand for an expression of sympathy when an unfortunate event occurs. The term originates from an [[internet meme]] based on a [[Press F to pay respects|quicktime event from ''Call of Duty: Advanced Warfare'']].<ref>{{Cite web |last=Vicente |first=Vann |title=Press F to Pay Respects: What Does "F" Mean Online? |url=https://www.howtogeek.com/782930/press-f-to-pay-respects-what-does-f-mean-online/ |access-date=2022-07-11 |website=How-To Geek |date=20 February 2022 |language=en-US}}</ref> The expression is often used in a sarcastic or mocking manner.}}

{{Term|Face button|content=face button{{anchor|face button}}}}
{{Defn|A usually circular button on the right side of a traditional gamepad that is pressed very frequently in normal gameplay. Modern gamepads usually have four arranged in a diamond formation.}}

{{Term|Fangame|content=[[fangame]]{{anchor|fangame|fan game}}}}
{{Defn|A video game made by fans, based on one or more established video games. {{gli|retrogaming|Retrogamers}} may {{gli|clone}} early video games to take advantage of more advanced hardware and {{gli|game engines|game engines}}.}}


{{Term|Farming|content=farming{{anchor|gold farming}}}}
{{Term|Farming|content=farming{{anchor|gold farming}}}}
{{Defn|Repeating a battle, quest, or other part of a game in order to receive more or duplicates of specific reward items that can be gained through that battle or quest, such as {{gli|experience point}}s, game money, or specific reward items. [[Gold farming]] is a type of farming done for in game currency. ''See {{gli|grinding}}.''}}
{{Defn|Repeating a battle, quest, or other part of a game in order to receive more or duplicates of specific reward items that can be gained through that battle or quest, such as {{gli|experience point}}s, game money, or specific reward items. [[Gold farming]] is a type of farming done for in-game currency. ''See {{gli|grinding}}.''}}


{{Term|Fast travel|content=[[fast travel]]{{Anchor|Fast travel}}}}
{{Term|Fast travel|content=[[fast travel]]{{Anchor|Fast travel}}}}
{{Defn|Common in role-playing games, a means by which to have the player-character(s) travel between already-discovered portions of the game's world without having to actually interactively move that distance.<ref>{{cite web|url=http://www.gamecrate.com/fast-travel-opinion-skyrim-fallout/|publisher=''GameCrate''|title=Does Fast Travel Help or Hurt Games?|last=Yake|first=Doug|date=February 9, 2015|archive-url=https://web.archive.org/web/20150214005219/http://www.gamecrate.com/fast-travel-opinion-skyrim-fallout|archive-date=February 14, 2015}}</ref>}}
{{Defn|Common in role-playing games, a means by which to have the player-character(s) teleport between already-discovered portions of the game's world without having to actually interactively move that distance.<ref>{{cite web|url=http://www.gamecrate.com/fast-travel-opinion-skyrim-fallout/|publisher=GameCrate|title=Does Fast Travel Help or Hurt Games?|last=Yake|first=Doug|date=February 9, 2015|archive-url=https://web.archive.org/web/20150214005219/http://www.gamecrate.com/fast-travel-opinion-skyrim-fallout|archive-date=February 14, 2015}}</ref>}}


{{Term|Feed|content=feed}}
{{Term|Fear of missing out|content=[[fear of missing out]] (FOMO)}}
{{Defn|A term used around ongoing games with rotating content, the "fear of missing out" is an expression related to the psychological and social anxiety effect for players concerned about missing the opportunity to obtain limited-time items while they are available and thus devote more time and resources into the game as to obtain those items. This can include additional expenditures for microtransactions for free-to-play or freemium games.<ref>{{cite report | title=Lifting the Lid on Loot-Boxes | first1=James | last1=Close |first2=Joanne | last2=Lloyd | url=https://www.begambleaware.org/sites/default/files/2021-03/Gaming_and_Gambling_Report_Final.pdf | accessdate=2 April 2021 | date=2021 | publisher=GambleAware | archive-url=https://web.archive.org/web/20210402122251/https://www.begambleaware.org/sites/default/files/2021-03/Gaming_and_Gambling_Report_Final.pdf | archive-date=2 April 2021 | url-status=live }}</ref>}}
{{Defn|In multiplayer games, to consistently die to an enemy team or player (either intentionally or due to inexperience), providing them with experience, gold, map pressure, or other advantages.}}

{{Term|feed}}
{{Defn|In {{gli|multiplayer online battle arena|MOBAs}}, to consistently die to an enemy team or player (either {{gli|griefer|intentionally}} or due to inexperience), providing them with experience, gold, map pressure, or other advantages.}}


{{Term|Field of view|content=[[Field of view in video games|field of view]] {{anchor|FOV}}(FOV)}}
{{Term|Field of view|content=[[Field of view in video games|field of view]] {{anchor|FOV}}(FOV)}}
{{Defn|{{ghat|Also '''field of vision'''.}}A measurement reflecting how much of the game world is visible in a first-person perspective on the display screen, typically represented as an angle.}}
{{Defn|{{ghat|Also '''field of vision'''.}}A measurement reflecting how much of the {{gli|game world}} is visible in a first-person perspective on the display screen, typically represented as an angle. May also refer to the general amount of the game world that is visible on the screen, typically in games where being able to see a lot at once is important, such as {{gli|strategy video game|strategy games}} and {{gli|platform game|platformers}}.}}


<dt>final boss</dt><!--anchored at boss-->
{{Term|final boss|noid=y}}<!--anchored at boss-->
{{Defn|1={{crossref|selfref=no|See {{gli|boss}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|boss}}.}}}}


{{Term|First-party developer|content=[[first-party developer]]}}
{{Term|First-party developer|content=[[first-party developer]]}}
{{Defn|A developer that is either owned directly by a console maker or has special arrangements with the console maker; such developers have greater access to internal details about a console compared to traditional developers.}}
{{Defn|A developer that is either owned directly by a console maker or has special arrangements with the console maker; such developers have greater access to internal details about a console compared to traditional developers. A developer that isn't owned by a console maker but have special arrangements with them may be referred to as a {{gli|second-party developer}}, instead. Games developed by a first-party developer are often referred to as 'first-party games.'}}


{{Term|First-person|content=[[First-person (video games)|first-person]]}}
{{Term|First-person|content=[[First-person (video games)|first-person]]}}
{{Defn|A graphical perspective rendered from the viewpoint of the {{gli|player-character}}.}}
{{Defn|A graphical perspective rendered from the viewpoint of the {{gli|player-character}}.}}


{{Term|First-person shooter|content=[[first-person shooter]] {{anchor|First-person shooter|First person shooter|first person shooter}}(FPS)}}
{{Term|First-person shooter|content=[[first-person shooter]] {{anchor|First-person shooter|First-person shooter|first-person shooter}}(FPS)}}
{{Defn|A genre of video game where the player experiences the game from the [[first person perspective]], and where the primary mechanic is the use of guns and other ranged weapons to defeat enemies.}}
{{Defn|A genre of video game where the player experiences the game from the [[first-person perspective]], where the primary mechanic is the use of guns and other ranged weapons to defeat enemies.}}


{{Term|Flashing invulnerability|content=flashing invulnerability}}
{{Term|flashing invulnerability}}
{{Defn|{{ghat|Also '''invincibility frames''', '''invulnerability period'''.}} An invincibility or immunity to damage that occurs after the player takes damage for a short time, indicated by the player-character blinking or buffering.{{citation needed|date=January 2018}}}}
{{Defn|{{ghat|Also '''invincibility frames''', '''invulnerability period''', '''mercy invincibility'''.}} An invincibility or immunity to damage that occurs after the player takes damage for a short time, indicated by the player-character blinking or buffering.{{citation needed|date=January 2018}}}}


{{Term|Flip-screen|content=flip-screen{{Anchor|Flip-screen}}}}
{{Term|Flip-screen|content=flip-screen{{Anchor|Flip-screen}}}}
{{Defn|A game environment divided into single-screen portions, similar to individual tiles in a maze. Players see only one such screen at a time, and transfer between screens by moving the player-character to the current screen's edge. The picture then abruptly "flips" to the next screen, hence the technique's name.<ref>{{cite web | url=http://www.zzap64.co.uk/zzap14/spindizzy.html | title=''Spindizzy'' review | publisher=''[[Zzap!64]]'' |date=June 1986 | accessdate=February 25, 2011 }}</ref><ref>{{cite web | url=http://www.crashonline.org.uk/40/amaurote.htm | title=''Amaurote'' review | publisher=''[[Crash (magazine)|Crash]]'' |date=May 1987 | accessdate=February 25, 2011 }}</ref>}}
{{Defn|A game environment divided into single-screen portions, similar to individual tiles in a maze. Players see only one such screen at a time, and they transfer between screens by moving the player-character to the current screen's edge. The picture then abruptly "flips" to the next screen, hence the technique's name.<ref>{{cite web | url=http://www.zzap64.co.uk/zzap14/spindizzy.html | title=''Spindizzy'' review | publisher=[[Zzap!64]] |date=June 1986 | access-date=February 25, 2011 }}</ref><ref>{{cite magazine | url=http://www.crashonline.org.uk/40/amaurote.htm | title=''Amaurote'' review | magazine=[[Crash (magazine)|Crash]] |date=May 1987 | access-date=February 25, 2011 }}</ref> UK magazines also refer to this as '''flick-screen'''.<ref>{{cite web |archive-url=https://web.archive.org/web/20131019181746/http://www.edge-online.com/features/making-bandersnatch/2/ |url=http://www.edge-online.com/features/making-bandersnatch |archive-date=2013-10-19 |title=The Making Of: Bandersnatch |website=Edge |date=4 September 2009}}</ref>}}


{{Term|Fog of war|content=[[Fog of war#In video games|fog of war]]}}
{{Term|Fog of war|content=[[Fog of war#In video games|fog of war]]}}
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{{Defn|The final {{gli|boss}} in a game.}}
{{Defn|The final {{gli|boss}} in a game.}}


{{Term|FotM}}
<dt>FOV</dt><!--anchored at field of view-->
{{Defn|Acronym for "Flavor of the Month", referring to a new meta that emerges after an update making certain classes or builds more desirable, that will only last a short amount of time. The phrase originated in the ''[[World of Warcraft]]'' community, but is also used in MOBA's.<ref>{{cite web|url=https://www.gfinityesports.com/league-of-legends/league-of-legends-what-is-fotm/|title=League of Legends: What Is FOTM?|website=[[Gfinity]]|first=David|last=Gealogo|date=27 August 2021 }}</ref>}}

{{Term|FOV|noid=y}}<!--anchored at field of view-->
{{Defn|1={{crossref|selfref=no|See {{gli|field of view}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|field of view}}.}}}}


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{{Defn|no=2|An abbreviation for frames per second. {{crossref|selfref=no|See {{gli|frame rate}}.}}}}
{{Defn|no=2|An abbreviation for frames per second. {{crossref|selfref=no|See {{gli|frame rate}}.}}}}


{{Term|Frag|content=frag}}
{{Term|frag}}
{{Defn|To kill or achieve a kill in a game against a player or non-player opponent.{{citation needed|date=January 2018}} ''See also {{gli|gib}}.''}}
{{Defn|To kill or achieve a kill in a game against a player or non-player opponent.<ref>{{cite web|url=https://dotesports.com/general/news/what-does-frag-mean-in-gaming|title=What does 'frag' mean in gaming?|author=Max Miceli|website=Dot Esports|date=April 9, 2021|access-date=July 30, 2022}}</ref> {{crossref|selfref=no|See also {{gli|gib}}.}}}}


{{Term|Frame rate|content=[[frame rate]]}}
{{Term|Frame rate|content=[[frame rate]]{{anchor|frame}}}}
{{Defn|A measure of the rendering speed of a video game's graphics, typically in frames per second (FPS).}}
{{Defn|A measure of the rendering speed of a video game's graphics, typically in frames per second (FPS).}}

{{Term|Frame-perfect|content=frame-perfect{{anchor|frame perfect|Frame Perfect|Frame-Perfect}}}}
{{Defn|An action that must be performed within a single {{gli|frame}} for perfect execution.}}


{{Term|Free look|content=[[free look]]{{anchor|mouselook}}}}
{{Term|Free look|content=[[free look]]{{anchor|mouselook}}}}
{{Defn|no=1|To be able to look around the map freely, usually unlimited by typical mechanics of the game such as the boundaries of the game world. This is usually an ability that is disabled to common users, but left in the game coding as a developer's tool and is unlockable if the proper code is known.}}
{{Defn|no=1|To be able to look around the map freely, usually limited by typical mechanics of the game such as the boundaries of the {{gli|game world}}. This is usually an ability that is disabled to common users, but left in the game coding as a developer's tool and is unlockable if the proper code is known. May also be allowed by a non-player in a multiplayer game to allow seeing every player's progress, especially in {{gli|electronic sports|e-sports}}. Typically eliminates {{gli|fog of war}} in relevant games.}}
{{Defn|no=2|Also called '''mouselook'''<!--boldface as this term may be linked to.-->, used to describe a method of control where the player uses the [[computer mouse]] to indicate the direction they desire the player-character to look.}}
{{Defn|no=2|Also called '''mouselook'''<!--boldface as this term may be linked to.-->, a method of control where the player uses the [[computer mouse]] to indicate the direction they desire the player-character to look.}}


{{Term|Freemium|content=[[Freemium]]{{anchor|freemium}}}}
{{Term|Freemium|content=[[freemium]]{{anchor|freemium}}}}
{{Defn|Freemium is a pricing strategy by which a product or service (typically a digital offering or an application such as software, media, games or web services) is provided free of charge, but money (premium) is charged for additional features, services, or virtual (online) or physical (offline) goods.}}
{{Defn|A pricing strategy by which a product or service (typically a digital offering or an application such as software, media, games or web services) is provided free of charge, but money (premium) is charged for additional features, services, or virtual (online) or physical (offline) goods.}}


{{Term|Free-to-play|content=[[free-to-play]]{{anchor|FtP|F2P|FTP|free to play|Free To Play}} (F2P or FtP)}}
{{Term|Free-to-play|content=[[free-to-play]]{{anchor|FtP|F2P|FTP|free to play|Free To Play}} (F2P or FtP)}}
{{Defn|Games that do not require purchase from a retailer, either physical or digital, to play. Wildly prevalent amongst smartphone apps, free-to-play games may also provide additional gameplay-enhancing purchases via an {{gli|in-app purchase}}. (Compare 'freemium', a free-to-play game that follows such a model.)}}
{{Defn|Games that do not require purchase from a retailer, either physical or digital, to play. Highly prevalent on smartphones, free-to-play games may also provide additional gameplay-enhancing purchases via an {{gli|in-app purchase}}. Games that require in-app purchases in order to remain competitive, or gamers who engage in said purchases, are known as {{gli|pay to win}} (P2W). Compared to the {{gli|whale|P2W players}}, F2P players are often looked down upon. (Compare '{{gli|freemium}}', a free-to-play game that follows such a model.)}}

{{Term|full combo|content=full combo (FC)}}
{{Defn|{{ghat| Also '''full perfect combo (FPC).'''}}A term used most commonly in [[rhythm games]], when the player hits every note in a song with no mistakes, therefore never breaking a combo.<ref>{{Cite web|last=Yin-Poole|first=Wesley|date=2018-01-23|title=Guitar Hero expert completes Through the Fire and Flames without making a single mistake - blindfolded|url=https://www.eurogamer.net/articles/2018-01-23-guitar-hero-expert-completes-through-the-fire-and-flames-without-making-a-single-mistake-blindfolded|access-date=2022-01-18|website=Eurogamer|language=en}}</ref> Often results in the highest possible score on said song.}}


{{Glossary end}}
{{Glossary end}}
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==G==
==G==
{{Glossary}}
{{Glossary}}
{{Term|gaas|content=[[GaaS]]}}
{{Defn|1={{crossref|selfref=no|See {{gli|games as a service}}.}}}}

{{Term|Gacha game|content=[[gacha game]]{{anchor|gacha|gachas|gacha games}}}}
{{Defn|A genre of video game that implements the [[Gashapon#Gacha_mechanic_(gacha_games)|gacha]] (toy vending machine) mechanic. Similar to {{gli|loot boxes}}, gacha games induce players to spend in-game currency to receive random in-game items or characters. The gacha mechanic is considered integral to the gameplay or player progression of gacha games, whereas loot boxes would not change the gameplay of the games they're attached to in a significant way if they were removed or replaced with a different reward system.}}

{{Term|Gambling|content=[[gambling]]}}
{{Defn|Playing games of chance for real money or in-game currency. In video games, {{gli|loot box|loot boxes}} are commonly associated with gambling.<ref>{{cite web | url=https://www.theguardian.com/games/2018/aug/17/video-game-loot-boxes-addictive-and-a-form-of-simulated-gambling-senate-inquiry-told | title=Video game loot boxes addictive and a form of 'simulated gambling', Senate inquiry told | first=Patrick | last=Lum | date=August 16, 2018 | access-date=August 16, 2018 | work=[[The Guardian]] }}</ref><ref>{{cite web | url=https://www.bbc.co.uk/newsround/44736452 | title=Gambling and gaming: Children as young as 11 betting online | date=November 21, 2018 | access-date=November 21, 2018 | work=[[BBC]] }}</ref>}}

{{Term|Game design|content=[[game design]]}}
{{Term|Game design|content=[[game design]]}}
{{Defn|The application of design and aesthetics to create a game. {{crossref|selfref=no|Compare with {{gli|video game design}}.}}}}
{{Defn|The use of design and aesthetics to create a game. {{crossref|selfref=no|Compare with {{gli|video game design}}.}}}}


{{Term|Game engine|content=[[game engine]]{{anchor|Game engine|engine}}}}
{{Term|Game engine|content=[[game engine]]{{anchor|Game engine|engine}}}}
{{Defn|The code on which a game runs. There are different subsets of engines such as physics engines and graphics engines.<ref name="Dille"/>}}
{{Defn|The codebase on which a game runs. There are different subsets of engines, such as specialized ones for physics and graphics.<ref name="Dille" /> Often the game engine is only [[middleware]] which game specific behaviours are built upon, though [[end-users]] do not tend to make this distinction.}}

{{Term|Game jam|content=[[game jam]]}}
{{Defn|An event where participants try to develop a game from scratch in a very short amount of time, often with a theme determined by the organiser of the jam.<ref>{{cite web|url=https://globalgamejam.org/what-game-jam|title=What is a game jam?|website=[[Global Game Jam]]|date=30 September 2018 }}</ref>}}

{{Term|game launcher|content={{vanchor|Game launcher}}}}
{{Defn|An application program for personal computers use to launch one or more games, rather than launching the game directly. Launchers typically include additional services from the software developer to provide middleware such as friends and matchmaking services, content updating, digital-rights management, and cloud saving. A game launcher may also provide features of a digital storefront to purchase and download games. Launchers include those designed by publishers specifically for their games, such as [[Battle.net]] or [[Ubisoft Connect]], or may be a general platform to support first- and third-party games like [[Steam (service)|Steam]] and [[Epic Games Store]].}}


<dt>game localization</dt><!--anchored at localization-->
{{Term|game localization|noid=y}}<!--anchored at localization-->
{{Defn|1={{crossref|selfref=no|See {{gli|localization}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|localization}}.}}}}


{{Term|Game mechanics|content=[[game mechanics]]{{anchor|mechanics}}}}
{{Term|Game mechanics|content=[[game mechanics]]{{anchor|mechanics}}}}
{{Defn|{{ghat|Also '''gameplay mechanics'''.}}An overarching term that describes how a particular game functions and what is possible within the game's environment; the rules of the game. Typical game mechanics include [[score (gaming)|points]], [[Turns, rounds and time-keeping systems in games|turns]] and/or lives. An unanticipated and novel use of game mechanics may lead to {{gli|emergent gameplay}}.}}
{{Defn|{{ghat|Also '''gameplay mechanics'''.}}An overarching term that describes how a particular game functions and what is possible within the game's environment; the rules of the game. Typical game mechanics include [[score (gaming)|points]], [[Turns, rounds and time-keeping systems in games|turns]] or lives. An unanticipated and novel use of game mechanics may lead to {{gli|emergent gameplay}}.}}


{{Term|Game mode|content=[[game mode]]}}
{{Term|Game mode|content=[[game mode]]}}
{{Defn|{{ghat|Also '''gameplay mode'''.}}A game mode is a distinct configuration that varies game mechanics and affects {{gli|gameplay}}, such as a single-player mode vs a multiplayer mode, {{gli|campaign mode}}, {{gli|endless mode}}, or {{gli|god mode}}.}}
{{Defn|{{ghat|Also '''gameplay mode'''.}}A distinct configuration that varies game mechanics and affects {{gli|gameplay}}, such as a single-player mode vs a multiplayer mode, {{gli|campaign mode}}, {{gli|endless mode}}, or {{gli|god mode}}.}}


{{Term|Game over|content=[[game over]]}}
{{Term|Game over|content=[[game over]]}}
{{Defn|no=1|The end of the game.}}
{{Defn|no=1|The end of the game.}}
{{Defn|no=2|The failure screen shown at a game loss.}}
{{Defn|no=2|The losing screen shown when a loss condition is met.}}


{{Term|Game port|content=[[Port (video gaming)|game port]]{{anchor|port}}}}
{{Term|Game port|content=[[Port (video gaming)|game port]]{{anchor|port}}}}
{{Defn|When a game is [[Porting|ported]] from one {{gli|platform}} to another. Cross-platform ports are often criticized for their quality, particularly if platform-specific design elements (such as input methods) are not updated for the target platform.}}
{{Defn|When a game is [[Porting|ported]] from one {{gli|platform}} to another. Cross-platform ports are often criticized for their quality, particularly if platform-specific design elements (such as input methods) are not updated for the target platform.}}


{{Term|Games as a Product|content=Games as a Product{{anchor|gaas|games as a product}}}}
<dt>game save</dt><!--anchored at saved game-->
{{Defn|{{ghat|Also '''[[Buy-to-play]]'''.}} A type of business model where games are bought and sold once as a finished product that receives few to no further content updates, as opposed to {{gli|games as a service}} where games receive content updates in the long-term on a continuing revenue model.}}

{{Term|Games as a Service|content=Games as a Service (GaaS){{anchor|gaas|games as a service}}}}
{{Defn|{{ghat|Also '''Live Service Games'''.}} A type of business model where games receive content updates in the long-term on a continuing revenue model, as opposed to ''games as a product'', where a game is bought and sold once as a finished product that receives few to no further content updates.}}

{{Term|game save|noid=y}}<!--anchored at saved game-->
{{Defn|1={{crossref|selfref=no|See {{gli|saved game}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|saved game}}.}}}}

{{Term|game sense|content={{vanchor|Game sense}}}}
{{Defn|Situational and environmental awareness in a game, and the decision-making based on this awareness.<ref>{{cite web|url=https://sg.style.yahoo.com/how-to-valorant-advanced-tips-for-climbing-players-061626819.html|title=How to VALORANT: Advanced tips for climbing players|publisher=[[Yahoo!|Yahoo Esports & Gaming SEA]]|date=July 23, 2021|accessdate=May 22, 2023}}</ref><ref>{{cite book|editor-last1=Chung|editor-first1=Peichi|editor-last2=Lee|editor-first2=Micky|url=https://books.google.com/books?id=1n8wEAAAQBAJ|title=Media Technologies for Work and Play in East Asia: Critical Perspectives on Japan and the Two Koreas|page=219|publisher=[[Bristol University Press]]|date=May 28, 2021|accessdate=May 22, 2023|isbn=9781529213379}}</ref>}}


{{Term|Game studies|content=[[game studies]]{{anchor|gaming theory|theory}}}}
{{Term|Game studies|content=[[game studies]]{{anchor|gaming theory|theory}}}}
{{Defn|An area of social sciences that attempts to quantify or predict human behavior in various game-based scenarios, often where there is a reward or risk in taking certain actions.}}
{{Defn|A field of social sciences that attempts to quantify or predict human behavior in various game-based scenarios, often where there is a reward or risk in taking certain actions.}}


{{Term|Gameplay|content=[[gameplay]]}}
{{Term|game world|content=game world{{anchor|Game world|game-world|gameworld}}}}
{{Defn|The location in which a game's action takes place. May refer specifically to the game's environmental components, i.e., its constituent {{gli|room}}s, {{gli|level}}s, {{gli|world}}s, and {{gli|overworld}},<ref>{{cite book |page=552 |title=Game Design: Theory & Practice |last=Rouse III |first=Richard |authorlink=Richard Rouse III |chapter=Glossary |date=2001 |publisher=[[Wordware Publishing]] |location=Plano, Texas |isbn=1-55622-735-3 }}</ref> or more broadly also encompass the game's {{gli|game mechanics|mechanics}} and [[setting (narrative)|setting]].<ref>{{cite book |page=94 |title=Fundamentals of Game Design |last1=Adams |first1=Ernest |last2=Rollings |first2=Andrew |chapter=Game Worlds |date=2007 |publisher=[[Pearson Education]] |location=[[Upper Saddle River, New Jersey]] |isbn=978-0-13-168747-9 }}</ref>}}

{{Term|Gameplay|content=[[gameplay]]{{anchor|game play}}}}
{{Defn|A player's interaction with a video game, defined through game rules, player-game interface, challenges, plot, and the player's connection with the game.}}
{{Defn|A player's interaction with a video game, defined through game rules, player-game interface, challenges, plot, and the player's connection with the game.}}


{{Term|Gank|content=gank}}
{{Term|gamer rage}}
{{Defn|{{crossref|selfref=no|See {{gli|rage quit}}.}}}}
{{Defn|To use the element of surprise to flank and attack an enemy. More common in multiplayer games, where 'ganking' usually indicates an unwelcome attack on an unwilling or unsuspecting participant.}}


{{Term|Gating|content=gating}}
{{Term|gamethrowing}}
{{Defn|Losing a game on purpose, or losing a game badly. Mostly used in competitive, team-based games.{{r|irwin}}}}
{{Defn|Part of a game's design that regulates how new {{gli|gameplay}} elements, levels, weapons, abilities, or the like are introduced to the player.<ref>{{cite web|url=http://www.gamasutra.com/blogs/JoshBycer/20160628/275930/Examining_Gating_in_Game_Design.php|title=Examining Gating in Game Design|first=Josh|last=Bycer|date=June 28, 2016|accessdate=February 15, 2017|work=[[Gamasutra]]}}</ref>{{Unreliable source?|sure=yes|reason=Source is a blog.|date=December 2017}}}}

{{Term|gank}}
{{Defn|To use the element of surprise to flank and attack an enemy. More common in multiplayer games, where 'ganking' usually indicates an unwelcome attack on an unwilling or unsuspecting participant.<ref>{{cite web|url=https://dotesports.com/general/news/what-does-it-mean-to-get-ganked-in-gaming|title=What does it mean to get 'ganked' in gaming?|first=Gökhan|last=Çakır|work=[[Dot Esports]]|date=February 21, 2021|access-date=January 22, 2022}}</ref>}}

{{Term|gating}}
{{Defn|Part of a game's design that regulates how new {{gli|gameplay}} elements, levels, weapons, abilities, or the like are introduced to the player.<ref>{{cite web|url=https://www.gamedeveloper.com/design/examining-gating-in-game-design|title=Examining Gating in Game Design|author=Josh Bycer|website=Gamedeveloper.com|date=June 28, 2016|access-date=July 30, 2022}}</ref>}}


{{Term|GG|id=GG|content=GG{{Anchor|GG}}}}
{{Term|GG|id=GG|content=GG{{Anchor|GG}}}}
{{Defn|Abbreviation meaning "good game". Used as parting words exchanged at the end of a competitive game or match as a gesture of good sportsmanship. "GGWP" (good game, well played) is also used.}}
{{Defn|Abbreviation meaning "good game". Used as parting words exchanged at the end of a competitive game or match as a gesture of good sportsmanship. "GGWP" (good game, well played) is also used. "GF", a similar term to GG is also used it means "Good Fight". Due to this abbreviation being synonymous with a game's end, it is often used by spectators to indicate a situation, action or a move where a win of a particular player is obvious (e.g. "This attack just wiped all the blue player's forces, that's a GG"). It can also be used to taunt players while a game is still in progress as an implication that their win is assured. Insulting variations, such as "GGEZ" (good game, easy) can similarly be used to imply the opposing player is unskilled.}}


{{Term|Ghost|content=ghost{{Anchor|Ghost}}}}
{{Term|Ghost|content=ghost{{Anchor|Ghost}}}}
{{Defn|A feature included in [[time attack]] or [[time trial]] modes in video games allowing the player to review their previous rounds. In [[racing game]]s, for example, a "ghost car" may follow the last or fastest path a player took around the track. In [[fighting game]]s, the ghost is an opponent that the [[game artificial intelligence|computer AI]] player can train against outside of normal [[player versus player]] or story mode.{{clarify|date=January 2018|The ghost is for the computer AI to train against? A citation would be nice.}}<p>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 (game)|''Gran Turismo'']], [[F-Zero series|''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.</p><p>A variation of the feature, dubbed by [[Firemonkeys Studios]] as "Time-Shifted Multiplayer", was implemented in the mobile racing game ''[[Real Racing 3]]''.<ref name="rbghostcar">{{cite web|url=http://www.redbull.com/cs/Satellite/en_UK/Article/From-Arcade-To-The-iPhone-5-The-History-Of-The-Gaming-Ghost-Car-021243261338125|title=From Arcade To The iPhone 5- The History Of The Gaming Ghost Car|publisher=[[Red Bull]]|accessdate=June 28, 2013}}</ref> 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 [[collision detection|can collide]] with the player and other vehicles, and are fully visible to the player.</p><p>In some {{gli|rhythm game}}s, such as the ''[[Elite Beat Agents]]'' and ''[[Osu! Tatakae! Ouendan!]]'', saved replay data can be used in one of the player slots in a multiplayer game.</p>}}
{{Defn|A feature included in [[time attack]] or [[time trial]] modes in video games allowing the player to review their previous rounds. In [[racing game]]s, for example, a "ghost car" may follow the last or fastest path a player took around the track. In [[fighting game]]s, the ghost is an opponent that the {{gli|artificial intelligence|computer AI}} player can train against outside of normal [[player versus player]] or story mode.{{clarify|date=January 2018|The ghost is for the computer AI to train against? A citation would be nice.}} 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 (series)|Gran Turismo]]'', ''[[F-Zero series|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]]''.<ref name="rbghostcar">{{cite web|url=http://www.redbull.com/cs/Satellite/en_UK/Article/From-Arcade-To-The-iPhone-5-The-History-Of-The-Gaming-Ghost-Car-021243261338125|title=From Arcade To The iPhone 5- The History Of The Gaming Ghost Car|publisher=[[Red Bull]]|access-date=June 28, 2013}}</ref> 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 {{gli|collision detection|collide}} with the player and other vehicles, and are fully visible to the player.


In some {{gli|rhythm game}}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.}}
{{Term|Gib|content=gib{{Anchor|Gib}}}}
[[File:GPL gibs Galbraith OpenQuartz.jpg|thumb|Gibs in ''OpenQuartz'']]
{{Defn|Gore and body chunks which fly from a game opponent when hit with such force that they rupture. Abbreviation of "giblets".<ref name="Dille"/>}}
{{Term|Gibs|content=gibs{{Anchor|Gib}}}}
{{Defn|Or "giblets", gore and body chunks which fly from a game opponent when [[Total body disruption|hit with such force that they rupture]].<ref name="Dille" />}}


{{Term|Gimp|content=[[Game balance#Gimp|gimp]]}}
{{Term|Gimp|content=[[Gimp (gaming)|gimp]]}}
{{Defn|no=1|A character, character class or character ability that is underpowered in the context of the game.}}
{{Defn|no=1|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.}}
{{Defn|no=2|A design choice that has this effect.}}
{{Defn|no=2|A design choice that has this effect.}}
{{Defn|no=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.}}

{{Term|Git gud}}
{{Defn|Slang rendering of "get good", often used to dismiss complaints about difficulty, especially within the [[soulslike]] genre, by implying the addressee has not yet learned the game's mechanics. While it can be used in a positive and encouraging manner, it has been accused of fostering [[elitism]] and hostility towards non-gamers when used to insult struggling players.<ref name="Kotaku 2022-04-22">{{cite web|url=https://kotaku.com/elden-ring-malenia-reddit-youtube-git-gud-borkyborkd-so-1848830120|title=Elden Ring YouTuber Crushes Malenia And 'Git Gud' Reddit Losers|last=Winslow|first=Levi|date=April 22, 2022|website=[[Kotaku]]|access-date=July 12, 2023}}</ref>}}


{{Term|GLHF|id=GLHF|content=GLHF{{Anchor|GLHF}}}}
{{Term|GLHF|id=GLHF|content=GLHF{{Anchor|GLHF}}}}
{{Defn|Abbreviation meaning "good luck, have fun". Used as words exchanged at the beginning of a competitive game or match as a gesture of good sportsmanship.}}
{{Defn|Abbreviation meaning "good luck, have fun". Used as words exchanged at the beginning of a competitive game or match as a gesture of good sportsmanship.<ref>{{cite news |last1=Mueller |first1=Saura |title=Gaming Glossary: What Do GG, GLHF, LAN, MMR, OOM, OP, Ping And Other Gaming Terms Mean? |url=https://www.ibtimes.com/gaming-glossary-what-do-gg-glhf-lan-mmr-oom-op-ping-other-gaming-terms-mean-2095970 |access-date=April 29, 2021 |work=International Business Times}}</ref>}}

{{Term|GOAT|content=GOAT{{anchor|goat|goated}}}}
{{Defn|{{ghat|Also '''goated'''.}}Acronym for ''Greatest Of All Time''.}}

{{Term|GOTY|content=GOTY{{anchor|goty}}}}
{{Defn|Acronym 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.}}


{{Term|God mode|content=god mode{{anchor|God mode|Godmode|godmode|infinite health|Infinite health|Infinite life|infinite life|invincibility|Invincibility|invulnerability}}}}
{{Term|God mode|content=god mode{{anchor|God mode|Godmode|godmode|infinite health|Infinite health|Infinite life|infinite life|invincibility|Invincibility|invulnerability}}}}
{{Defn|{{ghat|Also: '''infinite health''', '''infinite life''', '''invincibility''', '''invulnerability'''}}
{{Defn|
A {{gli|cheat}} that makes player-characters invulnerable.<ref name="Davidson" />{{rp|119}} Occasionally adds invincibility, where the player can hurt enemies by touching them (e.g., the [[Super Mario#Super Star invincibility|''Super Mario'' Super Star]]).<ref name="Rogers">{{cite book|last1=Rogers|first1=Scott|title=Level Up!: The Guide to Great Video Game Design|date=2013|publisher=Wiley|location=Hoboken, New Jersey|isbn=978-0-470-97092-8|page=102|url=https://books.google.com/books?id=8w_ETFmHrewC|access-date=March 3, 2017}}</ref>{{rp|357}} The effect may be temporary.<ref>{{cite book|last1=Ryan|first1=Jeff|title=Super Mario: How Nintendo Conquered America|date=2011|publisher=Penguin Group US|isbn=978-1-101-51763-5|page=58|url=https://books.google.com/books?id=1k-6ksl3uLsC&pg=PT58|access-date=March 3, 2017}}</ref> {{crossref|selfref=no|See {{gli|flashing invulnerability}}.}}}}
{{ghat|Also: '''infinite health''', '''infinite life''', '''invincibility''', '''invulnerability'''}}
A {{gli|cheat}} that makes player-characters invulnerable.<ref name="Davidson"/>{{rp|119}} Occasionally adds invincibility, where the player can hurt enemies by touching them (e.g., the [[Super Mario (series)#Super Star invincibility|''Super Mario'' Super Star]]).<ref name="Rogers"/>{{rp|357}} The effect may be temporary.<ref>{{cite book|last1=Ryan|first1=Jeff|title=Super Mario: How Nintendo Conquered America|date=2011|publisher=Penguin Group US|isbn=9781101517635|page=58|url=https://books.google.com/books?id=1k-6ksl3uLsC&pg=PT58|accessdate=March 3, 2017}}</ref> {{crossref|selfref=no|See {{gli|flashing invulnerability}}.}}}}


{{Term|god roll}}
<dt>gold farming</dt><!--anchored at farming-->
{{Defn|In 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.}}

{{Term|[[gold farming]]|noid=y}}<!--anchored at farming-->
{{Defn|1={{crossref|selfref=no|See {{gli|farming}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|farming}}.}}}}

{{Term|Gold sink|content={{vanchor|gold sink}}}}
{{Defn|In-game activities that receive currency (gold) from players; in online multiplayer games, this functionally reduces the overall money supply<ref>{{Cite journal |last1=El-Shagi |first1=Makram |last2=von Schweinitz |first2=Gregor |title=The Diablo 3 Economy: An Agent Based Approach |journal=Computational Economics |volume=47 |issue=2 |pages=193–217 |date=February 2016 |language=en |doi=10.1007/s10614-014-9480-5 |s2cid=2922342 |issn=1572-9974 |quote=“gold sinks”, i.e. opportunities in the game to spend gold at in-game vendors, thereby removing it permanently from the economy and thus reduce money supply. }}</ref>}}


{{Term|Gone gold|content=[[gone gold]]{{anchor|going gold}}}}
{{Term|Gone gold|content=[[gone gold]]{{anchor|going gold}}}}
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{{Term|Graphic content filter|content=graphic content filter{{anchor|Graphic content filter|graphic-content filter}}}}
{{Term|Graphic content filter|content=graphic content filter{{anchor|Graphic content filter|graphic-content filter}}}}
{{Defn|A setting that controls whether the game displays [[graphic violence]].<ref>{{cite web|url=http://www.consumerreports.org/cro/news/2014/12/5-most-violent-video-games/index.htm |title=5 Most Violent Video Games |publisher=Consumer Reports |date=December 10, 2014 |accessdate=May 24, 2016}}</ref>}}
{{Defn|A setting that controls whether the game displays [[graphic violence]].<ref>{{cite web|url=http://www.consumerreports.org/cro/news/2014/12/5-most-violent-video-games/index.htm |title=5 Most Violent Video Games |publisher=Consumer Reports |date=December 10, 2014 |access-date=May 24, 2016}}</ref>}}


{{Term|Griefer|content=[[griefer]]}}
{{Term|Griefer|content=[[griefer]]{{anchor|griefing}}}}
{{Defn|A player in a multiplayer video game who deliberately irritates and harasses other players within the game.<ref name="Oxford">{{cite web|first=Daniel|last=Braddock|date=July 8, 2016|url=https://blog.oxforddictionaries.com/2016/07/08/language-of-gaming/|title=The language of gaming|work=OxfordWords blog|publisher=Oxford University Press|access-date=February 2, 2018}}</ref><ref name="abc"/> Many online multiplayer games enforce rules that forbid griefing.}}
{{Defn|A player in a multiplayer video game who deliberately irritates and harasses other players within the game, such as camping spawn points.<ref name="abc" /><ref name="Oxford">{{cite web|first=Daniel|last=Braddock|date=July 8, 2016|url=https://blog.oxforddictionaries.com/2016/07/08/language-of-gaming/|archive-url=https://web.archive.org/web/20180204000937/https://blog.oxforddictionaries.com/2016/07/08/language-of-gaming/|url-status=dead|archive-date=February 4, 2018|title=The language of gaming|work=OxfordWords blog|publisher=Oxford University Press|access-date=February 2, 2018}}</ref> Griefers typically use actions permitted in-game; griefers who do not use intended or permitted actions are usually cheating or hacking. Many online multiplayer games enforce rules that forbid griefing.}}


{{Term|Grinding|content=[[Grinding (gaming)|grinding]]{{anchor|grind|Grind}}}}
{{Term|Grinding|content=[[Grinding (gaming)|grinding]]{{anchor|grind|Grind}}}}
{{Defn|Performing 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.}}
{{Defn|Performing 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.}}


{{Term|Guardian|content=guardian}}
{{Defn|A fighter in a RPG game, usually in a MMORPG. He's a fighter that soaks up the damage like a sponge and returns fire with his heavy hitting attacks. In games like [[Final Fantasy XIV]], he acts like a decoy. So the other fighters can concentrate on their attacks or objectives.}}
{{Glossary end}}
{{Glossary end}}


==H==
==H==
{{Glossary}}
{{Glossary}}

{{Term|Hack vs Hack}}
{{Defn|Hack vs Hack (HvH) refers to using {{gli|cheats}} to compete against other players using cheats.}}


{{Term|Handheld console|content=[[Handheld game console|handheld console]]}}
{{Term|Handheld console|content=[[Handheld game console|handheld console]]}}
{{Defn|A portable gaming {{gli|console}}. Nintendo's [[Game Boy]] is the most-recognizable example.}}
{{Defn|A portable gaming {{gli|console}}; i.e. one that is not connected to a [[Television|TV]] or other peripheral device. Nintendo's [[Game Boy]] is the most-recognizable example.}}


{{Term|Hate|content=[[Hate (video gaming)|hate]]}}
{{Term|Hate|content=[[Hate (video gaming)|hate]]}}
{{Defn|A mechanism by which {{gli|non-player character|non-player characters}} prioritize which player(s) to attack. {{crossref|selfref=no|See {{gli|aggro}}.}}}}
{{Defn|A mechanism by which {{gli|non-player character|non-player characters}} prioritize which player(s) to attack.<ref name=Bennerstedt/> {{crossref|selfref=no|See {{gli|aggro}}.}}}}


{{Term|Head bob|content=head bob}}
{{Term|head bob}}
{{Defn|In 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.}}
{{Defn|In 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.}}


<dt>headshot</dt><!--anchored at critical hit-->
{{Term|headshot|noid=y}}<!--anchored at critical hit-->
{{Defn|1={{crossref|selfref=no|See {{gli|critical hit}}.}}}}
{{Defn|An attack that strikes the head of its target, causing extra (often fatal) damage. {{crossref|selfref=no|See {{gli|critical hit}}.}}}}


{{Term|Head swap}}
{{Term|head swap}}
{{Defn|Animation technique in which a new head is put on an existing character model, to save memory or animation effort.}}
{{Defn|An animation technique in which a new head is put on an existing character model, to save memory or animation effort.}}


{{Term|Heal over time|content=heal over time (HoT)}}
{{Term|Heal over time|content=heal over time (HoT)}}
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{{Term|Health|content=[[Health (gaming)|health]]{{anchor|hit points}}}}
{{Term|Health|content=[[Health (gaming)|health]]{{anchor|hit points}}}}
{{Defn|{{ghat|Also '''hit points'''.}}A numerical property showing how much damage a character can take 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).}}
{{Defn|{{ghat|Also '''hit points''' (HP).}}An 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).}}


{{Term|Heat map|content=[[heat map]]}}
{{Term|Heat map|content=[[heat map]]}}
{{Defn|In video game terms, a heat map is typically an overhead representation of a game level showing, through background game data collection, where players died or some other related statistic. 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.}}
{{Defn|In video games, an overhead representation of a game level showing, through background game data collection, a statistic such as where player characters died or which route players took the most. 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.}}


{{Term|Hit marker|content=hit marker}}
{{Term|[[hidden object game]]}}
{{Defn|A visual effect that occurs every time the player-character lands a hit on the opponent; commonly seen in {{gli|first-person shooter}} games like ''Call of Duty''.}}
{{Defn|A subgenre of puzzle video games in which the player must find items from a list that are hidden within a scene.}}


{{Term|High score|content=[[Score_(game)#High_score|high score]]}}
<dt>hit points</dt><!--anchored at health-->
{{Defn|{{ghat|Also '''hi-score'''.}}The highest logged score in a video game. {{crossref|selfref=no|See also {{gli|leaderboard}}.}}}}

{{Term|hit marker}}
{{Defn|{{ghat|Also '''damage ring'''.}}A visual effect that occurs every time the player-character lands a hit on the opponent; commonly seen in {{gli|first-person shooter}} games like ''Call of Duty''.}}

{{Term|hit points (HP)|noid=y}}<!--anchored at health-->
{{Defn|1={{crossref|selfref=no|See {{gli|health}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|health}}.}}}}


{{Term|Hitbox|content=[[hitbox]]}}
{{Term|Hitbox|content=[[hitbox]]}}
{{Defn|no=1|(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)}}
{{Defn|The virtual envelope describing precisely where the game will register any hits on a game target.}}
{{Defn|no=2|(used when not distinguishing between hitbox and hurtbox) The virtual envelope describing precisely where the game will register any hits on a game target. {{crossref|selfref=no|See {{gli|hurtbox}}}}}}


{{Term|Hitscan|content=hitscan}}
{{Term|hitscan}}
{{Defn|Commonly seen in {{gli|first-person shooters}}. Hitscan is programmed to register damage to the opponent when the shots interact with the enemy's hitbox. When the shots fired from the weapon interact with the hitbox, 100% of the damage from the shots will be registered no matter what percentage of the shots hit.}}
{{Defn|Commonly seen in {{gli|first-person shooters}}, 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.}}


{{Term|Horde mode|content=horde mode}}
{{Term|HOPA}}
{{Defn|Acronym for Hidden Object Puzzle Adventure. See {{crossref|selfref=no|See {{gli|hidden object game}}.}}}}
{{Defn|A 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.}}

{{Term|horde mode}}
{{Defn|1={{crossref|selfref=no|See {{gli|survival mode}}.}}}}

{{Term|hurtbox}}
{{Defn|1={{crossref|selfref=no|See {{gli|hitbox}}.}}}}


{{Glossary end}}
{{Glossary end}}
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==I==
==I==
{{Glossary}}
{{Glossary}}

{{Term|idle animation|content=[[idle animation]]}}
{{Defn|An animation that occurs when the {{gli|player character}} is not performing any actions.}}

{{Term|Idle game|content=[[idle game]]}}
{{Defn|A type of game where player progression happens without the player's input, and often even while the game is closed. {{crossref|selfref=no|See also {{gli|clicker game}}.}}}}

{{Term|iframes}}
{{Defn|{{ghat|Also '''i-frames'''.}}{{crossref|selfref=no|See {{gli|invincibility frames}}.}}}}


{{Term|In-app purchase|content=in-app purchase{{anchor|In-app purchase|in-app purchases|in-app purchasing|IAP}} (IAP)}}
{{Term|In-app purchase|content=in-app purchase{{anchor|In-app purchase|in-app purchases|in-app purchasing|IAP}} (IAP)}}
{{Defn|A [[microtransaction]] in a [[mobile game]] (or regular [[Mobile app|app]]), usually for [[virtual goods]] in free or cheap games.<ref name="in-app purchase"/>}}
{{Defn|A {{gli|microtransaction}} in a [[mobile game]] (or regular [[Mobile app|app]]), usually for [[virtual goods]] in free or cheap games.<ref name="in-app purchase" />}}


{{Term|Indie game|content=[[indie game]]{{anchor|independent video game}}}}
{{Term|Indie game|content=[[indie game]]{{anchor|independent video game}}}}
Line 715: Line 1,047:
Loosely defined as a game made by a single person or a small studio without any financial, development, marketing, or distribution support from a large {{gli|publisher}}, though there are exceptions.}}
Loosely defined as a game made by a single person or a small studio without any financial, development, marketing, or distribution support from a large {{gli|publisher}}, though there are exceptions.}}


<dt>infinite health</dt><!--anchored at god mode-->
{{Term|infinite health|noid=y}}<!--anchored at god mode-->
{{Defn|1={{crossref|selfref=no|See {{gli|god mode}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|god mode}}.}}}}


<dt>infinite life</dt><!--anchored at god mode-->
{{Term|infinite life|noid=y}}<!--anchored at god mode-->
{{Defn|1={{crossref|selfref=no|See {{gli|god mode}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|god mode}}.}}}}


{{Term|Item Level|content=Item Level}}
{{Term|infinite runner}}
{{Defn|1={{crossref|selfref=no|See {{gli|endless runner}}.}}}}
{{Defn|Number that's attached to the respective item, be it weapon, armor or crafting clothing. Most predominantly in {{gli|massively multiplayer online role-playing rpg|MMORPGs}}. If characters don't meet the required item level set by the dungeon or quest line. They would be unable to partake in such event.}}


{{Term|Interface|content=interface}}
{{Term|influencer marketing|content=influencer}}
{{Defn|A 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 {{gli|streaming}} sites, with the intent that those subscribers will be influenced to buy the game.}}
{{Defn|{{ghat|Also '''[[HUD (video gaming)|heads-up display]]''' ('''HUD''').}}Graphic elements that communicate information to the player and aid interaction with the game, such as health bars, ammo meters and maps.<ref name="Dille"/>}}

{{Term|item level}}
{{Defn|A number attached to a game item&nbsp;– e.g.: weapon, armor, or clothing&nbsp;– which roughly indicates the item's power, commonly seen in {{gli|massively multiplayer online role-playing game|MMORPGs}}. A character who does not meet the required level of the item would be unable to equip it.}}

{{Term|instance|content=[[Instance dungeon|instance]]}}
{{Defn|1={{crossref|selfref=no|See {{gli|dungeon}}.}}}}

{{Term|interface}}
{{Defn|{{ghat|Also '''[[HUD (video gaming)|heads-up display]]''' ('''HUD''').}}Graphic elements that communicate information to the player and aid interaction with the game, such as health bars, ammo meters, and maps.<ref name="Dille" />}}


{{Term|Inventory|content=inventory{{Anchor|Inventory}}}}
{{Term|Inventory|content=inventory{{Anchor|Inventory}}}}
{{Defn|A menu or area of the screen where items collected by the player-character during the game can be selected.<ref name="Dille"/> This interface allows the player to retrieve single-use items as an instant effect or to equip the player-character with the item.}}
{{Defn|A menu or area of the screen where items collected by the player-character during the game can be selected.<ref name="Dille" /> This interface allows the player to retrieve single-use items for an instant effect or to equip the player-character with the item.}}

{{Term|Inventory management|content=inventory management{{Anchor|Inventory management}}}}
{{Defn|Preparations a player makes with their character's inventory, such as storing or retrieving items, repairing weapons, etc. Failure to manage an inventory properly may result in losing rare items or being less powerful in combat. Common in hardcore games with limited resources like RPGs and [[survival horror]], while uncommon in more casual titles, which may have an infinite inventory or manage it automatically.}}


<dt>invincibility</dt><!--anchored at god mode-->
{{Term|invincibility|noid=y}}<!--anchored at god mode-->
{{Defn|1={{crossref|selfref=no|See {{gli|god mode}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|god mode}}.}}}}

{{Term|Invincibility frames|content=invincibility frames{{Anchor|Invincibility frames}}}}
{{Defn|A brief period of time where a player can't take damage from attacks. Invincibility frames are most commonly triggered by a player action (such as dodging or rolling), by taking damage or as a short period of safety after respawning. {{crossref|selfref=no|See also {{gli|flashing invulnerability}}}}.}}


{{Term|Invisible wall|content=[[invisible wall]]}}
{{Term|Invisible wall|content=[[invisible wall]]}}
{{Defn|An obstruction in a video game that halts movement in a specific direction, even though terrain and features can be seen beyond the boundary.}}
{{Defn|An obstruction in a video game that halts movement in a specific direction, even though terrain and features can be seen beyond the boundary.}}


<dt>invulnerability</dt><!--anchored at god mode-->
{{Term|invulnerability|noid=y}}<!--anchored at god mode-->
{{Defn|1={{crossref|selfref=no|See {{gli|god mode}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|god mode}}.}}}}


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==J==
==J==
{{Glossary}}
{{Glossary}}
{{Term|joke character}}
{{Defn|A character included in a game for humorous reasons, such as having weak stats or an atypical appearance or personality. They may also function as an additional challenge or handicap for skilled players.}}


{{Term|Joystick|content=[[joystick]]}}
{{Term|Joystick|content=[[joystick]]}}
{{Defn|An 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 {{gli|analog stick}} on top.}}
{{Defn|An 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 {{gli|analog stick}} on top.}}


{{Term|JRPG|content=[[History of Eastern role-playing video games#Japanese computer role-playing games|JRPG]]|id=JRPG}}
{{Term|JRPG|content=[[JRPG]]|id=JRPG}}
{{Defn|Japanese {{gli|role-playing video game}}, typically referring to a subgenre of RPGs that originated from [[Japan]].}}
{{Defn|Japanese {{gli|role-playing video game}}, typically referring to a subgenre of RPGs that originate from [[Japan]].}}

{{Term|juggernaut}}
{{Defn|Refers 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.<ref name=juggernaut1>{{cite web |title=Juggernaut game mode in Splitgate explained|author=John Hansen|website=Gamepur |date=June 1, 2022 |url=https://www.gamepur.com/guides/juggernaut-game-mode-in-splitgate-explained |language=en-US |access-date=July 30, 2022}}</ref><ref name=juggernaut2>{{cite web |title=Become the last Juggernaut standing in Warzone's new mode|author=Fraser Brown |website=PC Gamer |date=July 3, 2020 |url=https://www.pcgamer.com/become-the-last-juggernaut-standing-in-warzones-new-mode/ |language=en-US |access-date=July 30, 2022}}</ref>}}


{{Term|Jump|content=jump{{anchor|jumps|jumping}}}}
{{Term|Jump|content=jump{{anchor|jumps|jumping}}}}
{{Defn|A basic move where the player [[jumping|jumps]] vertically.<ref name="Rogers"/>{{rp|100–101}}}}
{{Defn|A basic move where the player [[jumping|jumps]] vertically.<ref name="Rogers" />{{rp|100–101}}}}
{{Glossary end}}
{{Glossary end}}


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{{Glossary}}
{{Glossary}}


{{Term|kick}}
{{Term|Kill-death ratio|content=kill-death ratio{{anchor|Kill-death ratio}}}}
{{Defn|In 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 {{gli|grief|griefing}} (where it is usually a precursory measure to {{gli|ban|banning}}); to reduce issues like {{gli|lag}}, where one player's lag problems may affect other players’ enjoyment of the game; or to prevent server {{gli|crash|crashes}} when communication errors occur between the server and client.}}
{{Defn|A statistic typically found in [[player-versus-player]] multiplayer 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.}}

{{Term|Kill-death ratio (KTD)|content=kill-death ratio{{anchor|Kill-death ratio}} (K/D ratio or KDR)}}
{{Defn|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.}}

{{Term|KDA|content=KDA{{Anchor|KDA}}}}
{{Defn|Abbreviation of Kills Deaths Assists, a ratio used by [[Multiplayer online battle arena|MOBA]] players to evaluate their in-game performance. Used in a similar manner to the kill-death ratio.}}

{{Term|kill farming}}
{{Defn|When players are stationed near their opponent's {{gli|spawn point}} and kill them the moment they {{gli|respawn}}.}}

{{Term|kill feed}}
{{Defn|In 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.}}


{{Term|Kill screen|content=kill screen{{Anchor|Kill screen}}}}
{{Term|Kill screen|content=kill screen{{Anchor|Kill screen}}}}
{{redirect|kill screen|the magazine|Kill Screen}}
{{Defn|
{{Defn|
[[File:Pac-Man split-screen kill screen.png|thumb|150px|right|Level 256 in ''[[Pac-Man]]'' is considered to be unplayable due to a bug associated with an [[integer overflow]] in the game's code.]]
[[File:Pac-Man split-screen kill screen.png|thumb|150px|right|Level 256 in ''[[Pac-Man]]'' is unbeatable due to a bug associated with an [[integer overflow]] in the game's code.]]
A stage or level in a video game (often an {{gli|arcade game}}) that stops the player's progress due to a [[software bug]].<ref>{{cite book|last1=Wolf|first1=Mark J.P.|title=Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming|date=2012|publisher=Greenwood|location=Santa Barbara, California|isbn=9780313379369|page=70|url=https://books.google.com/books?id=deBFx7QAwsQC&source=gbs_navlinks_s|accessdate=March 3, 2017}}</ref> Kill screens can result in unpredictable gameplay and bizarre glitches.<ref>{{cite news|url=http://www.citypages.com/2011-03-16/music/albert-elmore-scoffs-at-the-blue-screen-of-death/ |title=Albert Elmore scoffs at the blue screen of death |first=Christopher Matthew |last=Jensen |work=[[City Pages]] |date=March 16, 2011 |accessdate=October 17, 2013 |deadurl=yes |archiveurl=https://web.archive.org/web/20131018045228/http://www.citypages.com/2011-03-16/music/albert-elmore-scoffs-at-the-blue-screen-of-death/ |archivedate=October 18, 2013 |df=mdy }}</ref>
A stage or level in a video game (often an {{gli|arcade game}}) that stops the player's progress due to a [[software bug]].<ref>{{cite book|last1=Wolf|first1=Mark J.P.|title=Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming|date=2012|publisher=Greenwood|location=Santa Barbara, California|isbn=978-0-313-37936-9|page=70|url=https://books.google.com/books?id=deBFx7QAwsQC|access-date=March 3, 2017}}</ref> Not to be mistaken for a {{gli|game over}} screen, kill screens can result in unpredictable gameplay and bizarre glitches.<ref>{{cite news|url=http://www.citypages.com/2011-03-16/music/albert-elmore-scoffs-at-the-blue-screen-of-death/|title=Albert Elmore scoffs at the blue screen of death|first=Christopher Matthew|last=Jensen|work=[[City Pages]]|date=March 16, 2011|access-date=October 17, 2013|url-status=dead|archive-url=https://web.archive.org/web/20131018045228/http://www.citypages.com/2011-03-16/music/albert-elmore-scoffs-at-the-blue-screen-of-death/|archive-date=October 18, 2013|df=mdy}}</ref>}}
<p>Notable arcade kill screens include:{{relevance inline|date=January 2018|This is interesting but not necessary to the definition. Can this be moved to an article?}}</p>
* Round 256 (round 0) of the coin-operated ''[[Dig Dug]]'', where the player cannot move and ultimately dies.<ref name=ars>{{cite web|url=https://arstechnica.com/gaming/2013/04/ten-classic-games-that-are-surprisingly-technically-beatable/|title=Ten classic games you can actually beat, but probably won't|last=Orland|first=Kyle|work=[[Ars Technica]]|date=April 11, 2013|accessdate=October 16, 2013}}</ref>
* ''[[Pac-Man]]'' has a kill screen on level 256 based on an [[integer overflow]];<ref name="Rogers"/>{{rp|48}}<ref>{{cite news|url=https://www.wired.com/magazine/2010/08/pl_killscreens/|last=Kushner|first=David|title=Screengrab: Pushing Arcade Games to the Limit|work=[[Wired (website)|Wired]]|date=August 30, 2010|accessdate=October 16, 2013}}</ref> ''[[Ars Technica]]'' calls this "one of the most well known accidental endings in gaming".<ref name="ars"/> The games ''[[Ms. Pac-Man]]'' and ''[[Jr. Pac-Man]]'' also have kill screens.<ref name="ars"/> Pac-Man's kill screen was playable, but rendered in such a way that it was not possible to gather sufficient points to advance.
* ''[[Donkey Kong (video game)|Donkey Kong]]'' has a kill screen caused by an overflow condition, where the game timer kills the player before it is possible to beat the level.<ref name="ars"/> ''Ars Technica'' calls it the "second-most famous kill screen of all of gaming"<ref name="ars"/> and ''[[Wired (website)|Wired]]'' described it as "mythic".<ref>{{cite web|url=https://www.wired.com/entertainment/hollywood/news/2007/08/king_of_kong|title=Review: King of Kong Gives No Quarter|last=Silverman|first=Jason|work=[[Wired (website)|Wired]]|date=August 17, 2007|accessdate=October 17, 2013}}</ref><ref>{{cite journal|url=https://www.pcmag.com/article2/0,2817,2190104,00.asp|title=Q & A: Steve Wiebe, Donkey Kong Champ|first=Brian|last=Heater|work=[[PC Magazine]]|date=September 26, 2007|accessdate=October 13, 2013}}</ref> This was popularized in the documentary ''[[The King of Kong]]''.<ref name="ars"/>
* ''[[Duck Hunt]]'' has a kill screen after level 99 in which the ducks fly at a higher speed, making them difficult to hit.<ref name="ars"/>
* ''[[Galaga]]'''s kill screen occurs on level 256 (level 0), when an integer overflow occurs and the game turns into a blank screen that [[Joshuah Bearman]] described as "an existential void".<ref>{{cite web|url=http://www.popmatters.com/post/beyond-the-threshold-of-burgertime/|title=Beyond the threshold of Burgertime|last=Horning|first=Rob|work=[[PopMatters]]|date=August 20, 2008|accessdate=September 18, 2014}}</ref></p>}}


{{Term|Kill stealing|content=[[kill stealing]]}}
{{Term|Kill stealing|content=[[kill stealing]]}}
{{Defn|Defeating 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.}}
{{Defn|Defeating 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.}}


{{Term|King of the Hill|content=[[King_of_the_hill_(game)#In_video_gaming|King of the Hill]] {{anchor|koth}}(KOTH)}}
{{Term|Kit|content=kit}}
{{Defn|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.<ref>{{cite web|url=https://www.giantbomb.com/king-of-the-hill/3015-1292/|title=King of the Hill|website=[[Giant Bomb]]}}</ref><ref>{{cite web|url=https://developer.valvesoftware.com/wiki/TF2/King_of_the_Hill|title=TF2/King of the Hill|website=Valve Developer Community}}</ref>}}

{{Term|kit}}
{{Defn|The set of skills and abilities given to a pre-defined playable character in games featuring many such characters to choose from, such as many {{gli|multiplayer online battle arena|MOBAs}} or hero shooters.}}
{{Defn|The set of skills and abilities given to a pre-defined playable character in games featuring many such characters to choose from, such as many {{gli|multiplayer online battle arena|MOBAs}} or hero shooters.}}


{{Term|Kiting|content=kiting}}
{{Term|kiting}}
{{Defn|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 in team-based or cooperative games to allow the player's teammates to attack the opponent, or to lure the opponent into a trap.}}
{{Defn|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.|no=1}}


{{Term|Knock-back|content=knock-back{{anchor|knockback|knock back|Knock-back}}}}
{{Term|Knock-back|content=knock-back{{anchor|knockback|knock back|Knock-back}}}}
{{Defn|A game mechanic in a [[fighting game]] or {{gli|platform game}} 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.<ref>{{cite book|last1=Schwab|first1=Brian|title=AI game engine programming|date=2009|publisher=Course Technology|location=Boston, Massachusetts|isbn=1584506288|page=224|edition=2nd|url=https://books.google.com/books?id=UbMLAAAAQBAJ&pg=PA224|accessdate=March 3, 2017}}</ref> Knock-back sometimes results in falling down pits if the character is standing close to the edge when hit with a knock-back attack.}}
{{Defn|A game mechanic in a [[fighting game]] or {{gli|platform game}} 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.<ref>{{cite book|last1=Schwab|first1=Brian|title=AI game engine programming|date=2009|publisher=Course Technology|location=Boston, Massachusetts|isbn=978-1-58450-628-7|page=224|edition=2nd|url=https://books.google.com/books?id=UbMLAAAAQBAJ&pg=PA224|access-date=March 3, 2017}}</ref> Knock-back sometimes results in falling down pits if the character is standing close to the edge when hit with a knock-back attack.}}


{{Term|Konami Code|content=[[Konami Code]]{{Anchor|Konami code|konami code}}|id=Konami Code}}
{{Term|Konami Code|content=[[Konami Code]]{{Anchor|Konami code|konami code}}|id=Konami Code}}
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==L==
==L==
{{Glossary}}
{{Glossary}}
{{Term|Lag|content=[[lag (video games)|lag]]{{anchor|lagging}}}}
{{Defn|In 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 {{gli|frame}} 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.
{{Term|Lag|content=[[lag]]{{anchor|lagging}}}}
*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.
{{Defn|A delay between an input or action and its corresponding result, most commonly in an online environment. This is often the result of delayed network traffic.}}
*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 {{gli|kick|kicked}}.}}


{{Term|Laner|content=laner{{anchor|Mid laner|Top laner|Bottom laner}}}}
{{Term|Laner|content=laner{{anchor|Mid laner|Top laner|Bottom laner}}}}
{{Defn|A player role in MOBA games that focuses on one of the typically three lanes on the map.}}
{{Defn|A player role in [[MOBA]] games that focuses on one of the typically three lanes on the map.}}

{{Term|LAN party|content=[[LAN party]]}}
{{Defn|A gathering of people who play {{gli|local multiplayer|multiplayer}} games together over a local network, often bringing their own computers or game systems with them. LAN is an acronym for Local Area Network.}}


{{Term|Last hitting|content=last hitting{{anchor|last hitting}}}}
{{Term|Last hitting|content=last hitting{{anchor|last hitting}}}}
{{Defn|the action of getting the killing blow on an NPC, giving gold and experience that would otherwise be not given or lessened if the last hit was missed. Most commonly used in MOBA games, such as ''[[League of Legends]]'' and ''[[Dota 2]]''. See also [[#kill stealing]].}}
{{Defn|The action of getting the killing blow on an NPC, receiving gold and experience points that would have been reduced or awarded to someone else. [[MOBA]] games, such as ''[[League of Legends]]'' and ''[[Dota 2]]'' use this term and most other games use "{{crossref|selfref=no|{{gli|kill stealing}}}}".}}


{{Term|Launch title|content=launch title{{anchor|Launch game|launch game|Launch title}}}}
{{Term|Last man standing|content=[[Last man standing (video games)|last man standing]]{{anchor|last man standing|last-man standing}}}}
{{Defn|A multiplayer {{gli|deathmatch}} mode in which the objective is not to achieve the most kills but to survive the longest, or alternatively to have the fewest character deaths in a given period of time.}}
{{Defn|A game released alongside its respective console, or the only titles available for a console at the time of its launch. One or more of these may be a {{gli|pack-in game}}. They often provide [[Case of first impression|first impressions]] for a console's abilities and are influential on its reputation.}}


{{Term|Let's Play|content=[[Let's Play (video gaming)|Let's Play]]{{anchor|Let's play|let's play}}|id=Let's Play}}
{{Term|[[Launch game]] (launch title)|content=launch game{{anchor|launch game|Launch title}}}}
{{Defn|A game released simultaneously with its respective platform, or during its near-term launch window.}}
{{Defn|A type of video game run-through done by players, through screenshots or video, where the player provides commentary about the game as they work through it.<ref>{{cite web|last=Finniss|first=David|title=What is a "Let's Play?"|url=http://voices.yahoo.com/what-lets-play-4901264.html|archiveurl=https://web.archive.org/web/20140729024203/http://voices.yahoo.com/what-lets-play-4901264.html|archivedate=July 29, 2014|work=Yahoo Voices|publisher=Yahoo News Network|accessdate=December 23, 2013|date=November 18, 2009}}</ref>}}


{{Term|Level|content=[[Level (video gaming)|level]]{{anchor|area|map|rack|round|stage}}}}
{{Term|leaderboard|content=leaderboard{{anchor|leaderboards}}}}
{{Defn|A list or table logging the highest scores achieved in a particular game. {{crossref|selfref=no|See also {{gli|high score}}.}}}}
{{Defn|[[File:Vainglory Halcyon Fold map.tif|300px|right|thumb|This is a bird's eye view of a typical {{gli|multiplayer online battle arena|MOBA}} level in the mobile game ''[[Vainglory (video game)|Vainglory]]''.]]

1.&nbsp;A location or area in a game.}}
{{Term|Let's Play|content=[[Let's Play]]{{anchor|Let's Play}}{{anchor|let's Play}} (LP)}}
{{Defn|no=2|In RPGs level may refer to Experience Levels which are gained through training a character's abilities and serve as a rough indicator of that character's proficiency in a task.}}
{{Defn|A type of video game {{gli|walkthrough}} done by players, through screenshots or video, where the player provides commentary about the game as they work through it.<ref>{{cite web|last=Finniss|first=David|title=What is a "Let's Play?"|url=http://voices.yahoo.com/what-lets-play-4901264.html|archive-url=https://web.archive.org/web/20140729024203/http://voices.yahoo.com/what-lets-play-4901264.html|archive-date=July 29, 2014|work=Yahoo Voices|publisher=Yahoo News Network|access-date=December 23, 2013|date=November 18, 2009}}</ref>}}

{{Term|level|content=level{{anchor|area|map|round|stage}}}}
{{Defn|no=1|A [[Level (video gaming)|location in a game]]. Also ''area'', ''map'', ''stage'', {{gli|dungeon}}. Several levels may be grouped into a {{gli|world}}. Some games include special {{gli|bonus stage|bonus stages}} or {{gli|secret level|secret levels}}.}}
{{Defn|no=2|A character's [[experience level]] in a {{gli|role-playing video game|role-playing game}}, which increases through playing the game to train a character's abilities. It serves as a rough indicator of that character's overall proficiency.}}
{{Defn|no=3|A round or {{gli|wave}} in a single-location game with increasing difficulty.}}
{{Defn|{{crossref|selfref=no|See also {{gli|difficulty level}}, {{gli|item level}}, {{gli|wanted level}}.}}}}


{{Term|Level editor|content=[[level editor]]}}
{{Term|Level editor|content=[[level editor]]}}
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{{Term|level scaling}}
{{Term|level scaling}}
{{Defn|In games where the player advances in level such in RPGs, level scaling is used to alter the attributes of a player or the enemies so that regardless of the player's level, there is generally a similar challenge in combat. In a game without level scaling, if the player is several experience levels higher than an enemy, then it becomes extremely or trivially easy to defeat the enemy without any threat. With level scaling, either the enemy would be buffed or the player's abilities nerfed so that the challenge would be similar as if the player and enemy were at the same level. The player would still gain added benefits with higher levels, such as additional abilities, better equipment with unique properties, and access to higher-level quests or areas. Examples of games with level scaling include ''[[World of Warcraft]]'' and ''[[Destiny (video game)|Destiny]]''.<ref>{{cite web | url = https://kotaku.com/world-of-warcraft-gets-level-scaling-today-1822124360 | title = World of Warcraft Gets Level Scaling Today | first = Mike | last = Fahey | date = January 16, 2018 | accessdate = October 20, 2018 | work = [[Kotaku]] }}</ref>}}
{{Defn|A {{gli|game mechanic}} in games where the player advances in level, which alters the attributes of a player character or opponents so that there is a similar challenge in combat. If the player character is several levels higher, either the enemy would be {{gli|buff|buffed}} or the player's abilities {{gli|nerf|nerfed}} so that the challenge would be similar. The player would still gain added benefits with higher levels, such as additional abilities, better equipment with unique properties, and access to higher-level quests or areas. Examples of games with level scaling include ''[[World of Warcraft]]'' and ''[[Destiny (video game)|Destiny]]''.<ref>{{cite web | url=https://kotaku.com/world-of-warcraft-gets-level-scaling-today-1822124360 | title=World of Warcraft Gets Level Scaling Today | first=Mike | last=Fahey | date=January 16, 2018 | access-date=October 20, 2018 | work=[[Kotaku]] }}</ref>}}

{{Term|LFG}}
{{Defn|Abbreviation of Looking For Group. Used by players looking to team up with others, the acronym is usually accompanied by a set of criteria or a player's {{gli|specs}}.}}

{{Term|LFM}}
{{Defn|Abbreviation of Looking For More. Used by players who have an incomplete team and are looking for players to fill the remaining spots, the acronym is usually accompanied by a set of criteria (such as a level or class requirement).}}


{{Term|Life|content=[[Life (gaming)|life]]}}
{{Term|Life|content=[[Life (gaming)|life]]}}
{{Defn|One of multiple chances that a player has to retry a task after failing. Losing all of one's lives is usually a [[game over|loss condition]] and may force the player to start over. It is common in [[action games]] for the player-character to have multiple lives and chances to earn more during the game. This way, a player can recover from making a disastrous mistake. {{gli|role-playing video game|Role-playing games}} and [[adventure video game|adventure games]] usually give the player only one life, but allow them to reload a {{gli|saved game}} if they fail.<ref name="Adams">{{cite book|last1=Adams|first1=Ernest|title=Fundamentals of Game Design|date=2010|publisher=New Riders|isbn=013210475X|pages=161, 268|url=https://books.google.com/books?id=-BCrex2U1XMC&dq=checkpoint+warp+game&source=gbs_navlinks_s|accessdate=December 19, 2012}}</ref><ref name="Fullerton">{{cite book|last1=Fullerton|first1=Tracy|last2=Swain|first2=Christopher|last3=Hoffman|first3=Steven S.|title=Game Design Workshop: A Playcentric Approach to Creating Innovative Games|date=2008|publisher=Elsevier Morgan Kaufmann|location=Amsterdam|isbn=9780240809748|pages=72–73|edition=2nd|url=https://books.google.com/books?id=OjIYWtqWxtAC&dq=lives+game+design&hl=en&source=gbs_navlinks_s|accessdate=December 19, 2014|language=en}}</ref> A life may similarly be defined as the period between the start and end of play for any character, from [[spawn (gaming)|creation]] to destruction.<ref name="Thomas">{{cite book|last1=Thomas|first1=David|last2=Orland|first2=Kyle|last3=Steinberg|first3=Scott|last4=Jones|first4=Scott|last5=Hertz|first5=Shana|title=The Videogame Style Guide and Reference Manual|date=2007|publisher=Power Play|isbn=9781430313052|page=41|url=https://books.google.com/books?id=E2woAgAAQBAJ&dq=1-up+mushroom&source=gbs_navlinks_s|accessdate=December 10, 2013}}</ref>}}
{{Defn|One of multiple chances that a player has to retry a task after failing. Losing all of one's lives is usually a {{gli|game over|loss condition}} and may force the player to start over. It is common in {{gli|action game|action games}} for the player-character to have multiple lives and chances to {{gli|1up|earn more}} during the game. This way, a player can recover from making a disastrous mistake. {{gli|role-playing video game|Role-playing games}} and {{gli|adventure game|adventure games}} usually give the player only one life, but allow them to reload a {{gli|saved game}} if they fail.<ref name="Adams">{{cite book|last1=Adams|first1=Ernest|title=Fundamentals of Game Design|date=2010|publisher=New Riders|isbn=978-0-13-210475-3|pages=161, 268|url=https://books.google.com/books?id=-BCrex2U1XMC&q=checkpoint+warp+game|access-date=December 19, 2012}}</ref><ref name="Fullerton">{{cite book|last1=Fullerton|first1=Tracy|last2=Swain|first2=Christopher|last3=Hoffman|first3=Steven S.|title=Game Design Workshop: A Playcentric Approach to Creating Innovative Games|date=2008|publisher=Elsevier Morgan Kaufmann|location=Amsterdam|isbn=978-0-240-80974-8|pages=72–73|edition=2nd|url=https://books.google.com/books?id=OjIYWtqWxtAC&q=lives+game+design|access-date=December 19, 2014|language=en}}</ref> A life may similarly be defined as the period between the start and end of play for any character, from [[spawn (gaming)|creation]] to destruction.<ref name="Thomas">{{cite book|last1=Thomas|first1=David|last2=Orland|first2=Kyle|last3=Steinberg|first3=Scott|last4=Jones|first4=Scott|last5=Hertz|first5=Shana|title=The Videogame Style Guide and Reference Manual|date=2007|publisher=Power Play|isbn=978-1-4303-1305-2|page=41|url=https://books.google.com/books?id=E2woAgAAQBAJ&q=1-up+mushroom|access-date=December 10, 2013}}</ref>}}

{{Term|lifesteal|content=lifesteal (or "life steal")}}
{{Defn|The ability of a character in game to steal the HP of an opponent, typically by attacking.}}


{{Term|Light gun|content=[[light gun]]}}
{{Term|Light gun|content=[[light gun]]}}
{{Defn|A specialized type of game controller that the player points at their television screen or monitor to interact with the game.}}
{{Defn|A specialized type of game controller that the player points at their television screen or monitor to interact with the game.}}


{{Term|Limit Break|content=[[Limit Break]]}}
{{Term|live service games}}
{{Defn|1={{crossref|selfref=no|See {{gli|Games as a service}}.}}}}
{{Defn|A powerful move that allows the player to turn the tide of battle. Occurs when said characters has filled up their required super meter (indicated by a bar that's visible underneath their health, MP bar or their respective character portrait picture) to maximum. But isn't limited to offense. In the case of Final Fantasy XIV, when all three bars have been filled (white mage's role) they can resurrect the entire party from being totally wiped. Some JRPGs, they also include a HD cut-in screen shot of their face or full body.}}


{{Term|Loadout|content=loadout}}
{{Term|loadout}}
{{Defn|A specific set of in-game equipment, abilities, power-ups, and other items that a player sets for their character prior to the start of a game's match, round, or mission. Games that feature such loadouts typically allow players to store, recall, and adjust two or more loadouts so they can switch between them quickly.}}
{{Defn|A specific set of in-game equipment, abilities, power-ups, and other items that a player sets for their character prior to the start of a game's match, round, or mission. Games that feature such loadouts typically allow players to store, recall, and adjust two or more loadouts so they can switch between them quickly.}}


{{Term|Localization|content=[[Game localization|localization]]{{anchor|Game localization|game localization}}}}
{{Term|Localization|content=[[Game localization|localization]]{{anchor|Game localization|game localization}}}}
{{Defn|During publishing, the process of editing a game for audiences in another region or country, primarily by translating the text and dialog of a video game. Localization can also involve changing content of the game to reflect different cultural values and [[Censorship|censoring]] material that is against local law, or in some cases self-censoring in an effort to obtain a more commercially-favorable [[Video game content rating system|content rating]].}}
{{Defn|During publishing, the process of editing a game for audiences in another region or country, primarily by translating the text and dialog of a video game. Localization can also involve changing content of the game to reflect different cultural values and [[Censorship|censoring]] material that is against local law, or in some cases self-censoring in an effort to obtain a more commercially favorable [[Video game content rating system|content rating]].}}


{{Term|Loot box|content=[[loot box]]}}
{{term|Longplay|content=[[Longplay (video games)|longplay]]}}
{{defn|A recorded playthrough of a game from the beginning to the end without any interruptions or commentary, often made as video {{gli|walkthrough}} guides in case players get stuck on some parts of the game. {{crossref|selfref=no|Compare with {{gli|Let's Play}}.}}}}
{{Defn|Loot boxes (and other name variants such as booster packs for online collectible card games) are awarded to players for completing a match, gaining an experience level, or other in-game achievement. The box contains random items, typically cosmetic-only but may include gameplay-impacting items, often awarded based on a rarity system. In many cases, additional loot boxes can be obtained through {{gli|microtransaction|microtransactions}}.<ref>{{cite web | url = http://kotaku.com/why-opening-loot-boxes-feels-like-christmas-according-1793446800 | title = Why Opening Loot Boxes Feels Like Christmas, According To Game Devs | first = Cecilia | last = D'Anastasio | date = March 20, 2017 | accessdate = March 20, 2017 | work = [[Kotaku]] }}</ref>}}

{{Term|local co-op}}
{{Defn|1={{crossref|selfref=no|See {{gli|couch co-op}}.}}}}

{{Term|Local multiplayer|content=[[Multiplayer_video_game#Local_multiplayer|local multiplayer]]}}
{{Defn|A multiplayer game that can be played over a local network, such as [[Local area network|LAN]] or [[Wireless LAN|WLAN]], without needing to be connected to the wider internet.}}

{{Term|Loot box|content=[[loot box]]{{anchor|loot boxes|lootbox|lootboxes}}}}
{{Defn|Loot boxes (and other name variants, such as booster packs for online collectible card games) are awarded to players for completing a match, gaining an experience level, or other in-game achievement. The box contains random items, typically cosmetic-only but may include gameplay-impacting items, often awarded based on a rarity system. In many cases, additional loot boxes can be obtained through {{gli|microtransaction|microtransactions}}.<ref>{{cite web | url=http://kotaku.com/why-opening-loot-boxes-feels-like-christmas-according-1793446800 | title=Why Opening Loot Boxes Feels Like Christmas, According To Game Devs | first=Cecilia | last=D'Anastasio | date=March 20, 2017 | access-date=March 20, 2017 | work=[[Kotaku]] }}</ref>}}


{{Term|Loot system|content=[[loot system]]}}
{{Term|Loot system|content=[[loot system]]}}
{{Defn|Methods used in multiplayer games to distribute treasure among cooperating players for finishing a quest. While early MMOs distributed loot on a 'first come, first served' basis, it was quickly discovered that such a system was easily abused, and later games instead used a 'need-or-greed' system, in which the participating players roll virtual dice and the loot is distributed according to the results.}}
{{Defn|Methods used in multiplayer games to distribute treasure among cooperating players for finishing a quest. While early MMOs distributed loot on a 'first come, first served' basis, it was quickly discovered that such a system was easily abused, and later games instead used a 'need-or-greed' system, in which the participating players roll virtual dice, and the loot is distributed according to the results.}}

{{Term|low%}}
{{Defn|Finishing or completing the end objectives of the game while having the lowest possible score/using the least number of items.<ref>{{cite web|url=https://www.viewsonic.com/elite/posts/6_a-quick-history-of-speedrunning|title=A Quick History of Speedrunning: From Then to Now|first=Max|last=Carter|date=28 July 2018}}</ref>}}
{{Glossary end}}
{{Glossary end}}


== M ==
==M==
{{Glossary}}
{{Glossary}}


{{Term|Macro|content=[[Macromanagement (gameplay)|macro]]{{anchor|Macromanagement}}}}
{{Term|Macro|content=[[Macromanagement (gameplay)|macro]]{{anchor|Macromanagement}}}}
{{Defn|The handling of high-level decisions, primarily in [[real-time strategy]] games. ''See also {{gli|micro}}''.}}
{{Defn|no=1|The handling of larger scale decisions, primarily in {{gli|real-time strategy}} games. {{crossref|selfref=no|See also {{gli|micro}}.}}}}
{{Defn|no=2|An usermade algorithm made-up of series of different actions such as spells or abilities made in order to save the player time and gain an advantage in {{gli|player versus player|PvP}} or just quickly shout certain cliché phrases, especially popular in {{gli|massively multiplayer online role-playing game|MMORPG}}s.}}


{{Term|Magic|content=[[Magic (gaming)|magic]]{{anchor|magic points|mana}}}}
{{Term|Magic|content=[[Magic (gaming)|magic]]{{anchor|magic points}}}}
{{Defn|Any of a variety of {{gli|game mechanics}} to render fantastical or otherwise unnatural effects, though accessories (scrolls, potions, artifacts) or a pool of resources inherent to the character (mana, magic points, etc).}}
{{Defn|Any of a variety of {{gli|game mechanics}} to render fantastical or otherwise unnatural effects, though accessories (scrolls, potions, artifacts) or a pool of resources inherent to the character (mana, magic points, etc).}}


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{{Term|Main quest|content=main quest{{anchor|Main Quest}}}}
{{Term|Main quest|content=main quest{{anchor|Main Quest}}}}
{{Defn|A chain of {{gli|quest|quests}} that comprise a game's storyline which must be completed to finish the game. In comparison, {{gli|side quest|side quests}} offer rewards but don't advance the main quest.}}
{{Defn|A chain of {{gli|quest|quests}} that compose a game's storyline which must be completed to finish the game. In comparison, {{gli|side quest|side quests}} offer rewards but don't advance the main quest.}}
{{Term|map|noid=y}}<!--anchored at level-->

<dt>map</dt><!--anchored at level-->
{{Defn|1={{crossref|selfref=no|See {{gli|level}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|level}}.}}}}


{{Term|Masocore|content=masocore{{Anchor|Masocore}}}}
{{Term|Mana|content=[[Magic (game terminology)|mana]]}}
{{Defn|{{ghat|Also '''magic points'''.}}A pool of resources inherent to a character that determines the amount of {{gli|magic|magical abilities}} they are able to use.}}
{{Defn|A [[portmanteau]] of ''masochist'' and ''hardcore'', referring to a genre of punishingly difficult games, particularly the [[Souls (series)|''Dark Souls'' series]], ''[[Bloodborne (video game)|Bloodborne]]'', ''[[Nioh]]'', and indie games such as ''[[I Wanna Be the Guy]]'' and ''[[Super Meat Boy]]''.<ref>{{Cite web |last1=Carter |first1=Chris |title=Nioh's director: 'This is meant to be a masocore game, we consciously avoided making it easy' |work=[[Destructoid]] |date=January 16, 2017 |url=https://www.destructoid.com/nioh-s-director-this-is-meant-to-be-a-masocore-game-we-consciously-avoided-making-it-easy--412607.phtml |accessdate=July 5, 2017 |df=mdy-all }}</ref><!-- Mario ROM hacks https://www.polygon.com/2015/6/15/8780523/super-mario-maker-bros-e3-world-1-1-nintendo-world-championship-gameplay --><!--If needed, Fenix Rage http://www.usgamer.net/articles/fenix-rage-pc-preview --> The genre is popular among [[hardcore gamers]].<ref>{{Cite web |last1=Alexander |first1=Julia |title=Unbeatable 2D Platformers Are All the Rage Among Hardcore Gamers |work=Motherboard |date=September 5, 2014 |url=https://motherboard.vice.com/en_us/article/vvb399/unbeatable-2d-platformers-are-all-the-rage-among-hardcore-gamers |accessdate=July 5, 2017 |df=mdy-all }}</ref>}}


{{Term|Massively multiplayer online game|content=[[massively multiplayer online game]] {{anchor|MMO|MMOG}}(MMO)}}
{{Term|Masocore|content=[[masocore]]{{Anchor|Masocore}}}}
{{Defn|A [[portmanteau]] of ''masochist'' and ''hardcore'', referring to a genre of punishingly difficult games, particularly the ''[[Dark Souls]]'' series and related [[Soulslike]]s as well as indie games such as ''[[I Wanna Be the Guy]]'' and ''[[Super Meat Boy]]''.<ref>{{cite web |last1=Carter |first1=Chris |title=Nioh's director: 'This is meant to be a masocore game, we consciously avoided making it easy' |work=[[Destructoid]] |date=January 16, 2017 |url=https://www.destructoid.com/nioh-s-director-this-is-meant-to-be-a-masocore-game-we-consciously-avoided-making-it-easy--412607.phtml |access-date=July 5, 2017 |df=mdy-all }}</ref><!-- Mario ROM hacks https://www.polygon.com/2015/6/15/8780523/super-mario-maker-bros-e3-world-1-1-nintendo-world-championship-gameplay --><!--If needed, Fenix Rage http://www.usgamer.net/articles/fenix-rage-pc-preview --> The genre is popular among [[hardcore gamers]]. See also [[Nintendo hard]].<ref>{{cite web |last1=Alexander |first1=Julia |title=Unbeatable 2D Platformers Are All the Rage Among Hardcore Gamers |work=Motherboard |date=September 5, 2014 |url=https://motherboard.vice.com/en_us/article/vvb399/unbeatable-2d-platformers-are-all-the-rage-among-hardcore-gamers |access-date=July 5, 2017 |df=mdy-all }}</ref><ref>{{cite web | url=https://www.theguardian.com/games/2021/oct/11/modern-video-game-genres-explained-metroidvania-dungeon-crawler |title=Dungeon crawler or looter shooter? Nine video game genres explained | first=Keith | last=Stuart | date=October 11, 2021 | accessdate=October 12, 2021 | work=[[The Guardian]] }}</ref>}}

{{Term|Massively multiplayer online game|content=[[massively multiplayer online game]] ({{vanchor|MMO|MMOG}})}}
{{Defn|A game that involves a large community of players co-existing in an online world, in cooperation or competition with one another.}}
{{Defn|A game that involves a large community of players co-existing in an online world, in cooperation or competition with one another.}}


{{Term|Massively multiplayer online role-playing game|content=[[massively multiplayer online role-playing game]] {{anchor|MMORPG}}(MMORPG)}}
{{Term|Massively multiplayer online role-playing game|content=[[massively multiplayer online role-playing game]] ({{vanchor|MMORPG}})}}
{{Defn|An MMO that incorporates traditional role-playing game mechanics. Games such as ''[[EverQuest]]'' and ''[[Dark Age of Camelot]]'' were progenitors of the genre. The most popular and most well-known game of this type is ''[[World of Warcraft]]''.}}
{{Defn|An MMO that incorporates traditional role-playing game mechanics. Games such as ''[[EverQuest]]'' and ''[[Dark Age of Camelot]]'' were progenitors of the genre. The most popular and most well-known game of this type is ''[[World of Warcraft]]''.}}

{{Term|match-3 game}}
{{Defn|A popular subgenre of the {{gli|tile-matching video game}} genre, where the number of tiles matches a player must make is three. Well-known match-3 games include [[Bejeweled (video game)|Bejeweled]] and [[Candy Crush Saga]].}}


{{Term|Matchmaking|content=[[Matchmaking (video games)|matchmaking]]{{anchor|match-making|Match-Making|match making|Match making|Match Making}}}}
{{Term|Matchmaking|content=[[Matchmaking (video games)|matchmaking]]{{anchor|match-making|Match-Making|match making|Match making|Match Making}}}}
{{Defn|A game system that automatically sorts players with similar playing styles, desires, objectives, or skill levels into a team or a group. In competitive games or modes, a matchmaking rating (MMR) is a number assigned to each player based on skill and is the basis for matching players. This rating goes up or down based on individual or team performance.}}
{{Defn|A game system that automatically sorts players with similar playing styles, desires, objectives, or skill levels into a team or a group. In competitive games or modes, a matchmaking rating (MMR) is a number assigned to each player based on skill and is the basis for matching players. This rating goes up or down based on individual or team performance.}}


{{Term|Maxed out|content=maxed out{{anchor|maxing out|Maxed Out|Maxing Out}}}}
{{Term|maxed out|content=maxed out{{anchor|Maxed Out|Maxing Out}}}}
{{Defn|no=1|Reaching the maximum {{gli|level}} that a character (or in some cases, a weapon or other game item) can have.}}
{{Defn|no=1|Reaching the maximum {{gli|level}} that a character (or in some cases, a weapon or other game item) can have.}}
{{Defn|no=2|Raising a character's statistics to the maximum value.}}
{{Defn|no=2|Raising a character's statistics to the maximum value.}}
{{Defn|no=3|In {{gli|real-time strategy}} games, recruiting units until the maximum number is reached.}}
{{Defn|no=3|In {{gli|real-time strategy}} games, recruiting units until the maximum number is reached.}}


{{Term|Metagame|content=metagame{{anchor|Meta Game|meta game|meta|Meta}}}}
{{Term|meta|content=meta{{anchor|META}}}}
{{Defn|A common slang term for metagame or dominant strategy. Clipping of {{gli|metagame}}.
{{Defn|In games that encourage repeated {{gli|playthrough}}s, including match-based multiplayer games, the metagame or meta refers to {{gli|gameplay}} elements that are typically not part of the main game but can be invoked by the player to alter future playthroughs of the main game. For example, in some {{gli|Roguelike}} games, the metagame is used to unlock the ability to have new items appear in the randomized levels, while for a collectable card-based game such as ''[[Hearthstone: Heroes of Warcraft]]'', the overall card and deck construction is considered part of the metagame.}}
{{crossref|selfref=no|See also {{gli|cheese}}}}.}}

{{Term|metagame|content=metagame{{anchor|Meta Game}}}}
{{main article|metagaming}}
{{Defn|no=1|In games that encourage repeated {{gli|playthrough}}s and match-based multiplayer games, the {{gli|gameplay}} elements that are typically not part of the main game but can be invoked by the player to alter future playthroughs of the main game.}}
{{Defn|no=2|A dominant strategy or set of strategies, often in the context of a competitive game.}}


{{Term|Metastory|content=metastory{{anchor|meta story}}}}
{{Term|Metastory|content=metastory{{anchor|meta story}}}}
{{Defn|The sum total of all known or implied stories of every character in the game, every branching storyline, all potential outcomes and backstory.<ref name="Dille"/>}}
{{Defn|The sum total of all known or implied stories of every character in the game, every branching storyline, and all potential outcomes and backstory.<ref name="Dille" />}}


{{Term|Metroidvania|content=[[Metroidvania]]{{anchor|metroidvania}}|id=Metroidvania}}
{{Term|Metroidvania|content=[[Metroidvania]]{{anchor|metroidvania}}|id=Metroidvania}}
{{Defn|A genre of exploration-focused games, usually featuring a large interconnected world. Access to certain areas and defeating certain enemies requires items found elsewhere, necessitating exploration and defeating enemies to obtain them. These games are usually side-scrolling {{gli|platformer}}s or viewed from the top-down, although they can be found in 3D as well. Many borrow features from {{gli|Roguelike}} games, such as permanent death. Named for two pioneers of the genre, the ''[[Metroid]]'' and ''[[Castlevania]]'' series.}}
{{Defn|A genre of exploration-focused games, usually featuring a large, interconnected world. Access to certain areas and defeating certain enemies requires items found elsewhere, necessitating exploration and defeating enemies to obtain them. These games are usually side-scrolling {{gli|platformers}} or viewed from the top-down, although they can be found in 3D as well. Many borrow features from {{gli|Roguelike}} games, such as permanent death. Named for two pioneers of the genre, the ''[[Metroid]]'' and ''[[Castlevania]]'' series.}}


{{Term|Micro|content=[[Micromanagement (gameplay)|micro]]{{anchor|Micromanagement}}}}
{{Term|Micro|content=[[Micromanagement (gameplay)|micro]]{{anchor|Micromanagement}}}}
{{Defn|The handling of detailed gameplay elements by the player. ''See also {{gli|macro}}''.}}
{{Defn|The handling of detailed gameplay elements by the player. {{crossref|selfref=no|See also {{gli|macro}}.}}}}


{{Term|Microtransaction|content=[[microtransaction]]{{anchor|Microtransactions|Micropayments|Micro-payments}}}}
{{Term|Microtransaction|content=[[microtransaction]]{{anchor|Microtransactions|Micropayments|Micro-payments}}}}
{{Defn|A business model used in games where players can purchase virtual goods via micropayments. ''See also {{gli|in-app purchase}}''.}}
{{Defn|A business model used in games where players can purchase virtual goods via micropayments. Usually disliked by players, especially when the purchasable goods give players an advantage over players who did not purchase the goods. {{crossref|selfref=no|See also {{gli|in-app purchase}}.}}}}

{{Term|minimap|content=minimap{{anchor|MINIMAP|Minimap}}}}
{{Defn|A smaller version of the play area, typically displayed in the corner of a players screen used for navigating the {{gli|game world}}. May also display locations of friendly or enemy players. {{crossref|selfref=no|See also {{gli|Radar}}}}.}}


{{Term|Min-maxing|content=min-maxing{{anchor|Min-Maxing}}}}
{{Term|Min-maxing|content=min-maxing{{anchor|Min-Maxing}}}}
{{distinguish|minimax}}
{{Defn|The practice of playing a {{gli|role-playing video game|role-playing game}}, [[Wargaming|wargame]] or [[video game]] with the intent of creating the "best" character by means of ''minimizing'' undesired or unimportant traits and ''maximizing'' desired ones.<ref>{{cite web| title=Min-Maxing (concept)| url=http://www.giantbomb.com/min-maxing/3015-128/| author=Savage| date=October 16, 2014| publisher=[[GiantBomb]]| accessdate=November 10, 2014}}</ref> This is usually accomplished by improving one specific trait or ability (or a set of traits/abilities) by sacrificing ability in all other fields. This is easier to accomplish in games where attributes are generated from a certain number of points rather than in ones where they are randomly generated.<ref>{{cite journal|first=Phil|last=Masters|title=The Vocabulary of Role-Playing|journal=Interactive Fantasy|issue=2|year=1994|url=http://www.philm.demon.co.uk/Miscellaneous/Vocabulary.html}}</ref>}}
{{Defn|no=1|The practice of playing a {{gli|role-playing video game|role-playing game}}, [[Wargaming|wargame]] or [[video game]] with the intent of [[Powergaming|creating the "best" character]] by means of ''minimizing'' undesired or unimportant traits and ''maximizing'' desired ones.<ref>{{cite web| title=Min-Maxing (concept)| url=http://www.giantbomb.com/min-maxing/3015-128/| author=Savage| date=October 16, 2014| publisher=[[GiantBomb]]| access-date=November 10, 2014}}</ref> This is usually accomplished by improving one specific trait or ability (or a set of traits/abilities) by sacrificing ability in all other fields. This is easier to accomplish in games where attributes are generated from a certain number of points rather than in ones where they are randomly generated.<ref>{{cite web|first=Phil|last=Masters|title=The Vocabulary of Role-Playing|website=Interactive Fantasy|issue=2|year=1994|url=http://www.philm.demon.co.uk/Miscellaneous/Vocabulary.html|access-date=2015-05-23|archive-date=2015-05-30|archive-url=https://web.archive.org/web/20150530235949/http://www.philm.demon.co.uk/Miscellaneous/Vocabulary.html|url-status=dead}}</ref>}}
{{Defn|no=2|Playing the {{gli|meta}}, at possible detriment to the story or enjoyment of the game. Colloquialism.}}


<dt>miniboss</dt><!--anchored at boss-->
{{Term|miniboss|noid=y}}<!--anchored at boss-->
{{Defn|1={{crossref|selfref=no|See {{gli|boss}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|boss}}.}}}}


Line 898: Line 1,311:
{{Defn|A 'game-within-a-game', often provided as a diversion from the game's plot. Minigames are usually one-screen affairs with limited replay value, though some games have provided an entire commercial release as a 'mini-game' within the primary game-world. {{crossref|selfref=no|See also {{gli|bonus stage}}, {{gli|secret level}} and {{gli|game mode}}.}}}}
{{Defn|A 'game-within-a-game', often provided as a diversion from the game's plot. Minigames are usually one-screen affairs with limited replay value, though some games have provided an entire commercial release as a 'mini-game' within the primary game-world. {{crossref|selfref=no|See also {{gli|bonus stage}}, {{gli|secret level}} and {{gli|game mode}}.}}}}


{{Term|Mission|content=mission}}
{{Term|mission}}
{{Defn|1={{crossref|selfref=no|See {{gli|level}} and {{gli|quest}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|level}} and {{gli|quest}}.}}}}


<dt>MMO</dt><!--anchored at massively multiplayer online game-->
{{Term|MMO|noid=y}}<!--anchored at massively multiplayer online game-->
{{Defn|1={{crossref|selfref=no|See {{gli|massively multiplayer online game}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|massively multiplayer online game}}.}}}}


<dt>MMORPG</dt><!--anchored at massively multiplayer online role-playing game-->
{{Term|MMORPG|noid=y}}<!--anchored at massively multiplayer online role-playing game-->
{{Defn|1={{crossref|selfref=no|See {{gli|massively multiplayer online role-playing game}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|massively multiplayer online role-playing game}}.}}}}


<dt>MMR</dt><!--anchored at matchmaking rating-->
{{Term|MMR|noid=y}}<!--anchored at matchmaking rating-->
{{Defn|1={{crossref|selfref=no|See {{gli|matchmaking rating}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|matchmaking}}.}}}}


{{Term|Mob|content=[[Mob (video gaming)|mob]]}}
{{Term|Mob|content=[[Mob (video gaming)|mob]]}}
{{Defn|Mob is a term for an in-game enemy who roams a specific area. It is an abbreviation of "mobile", and was first used in text-based online games in reference to non-player characters.}}
{{Defn|An in-game enemy that roams a specific area. Abbreviation of "mobile", it was first used in text-based online games in reference to {{gli|non-player character|non-player characters}}.}}


<dt>MOBA</dt><!--anchored at multiplayer online battle arena-->
{{Term|MOBA|noid=y}}<!--anchored at multiplayer online battle arena-->
{{Defn|1={{crossref|selfref=no|See {{gli|multiplayer online battle arena}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|multiplayer online battle arena}}.}}}}


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{{Defn|A third-party addition or alteration to a game. Mods may take the form of new character skins, altered {{gli|game mechanics}} or the creation of a new story or an entirely new game-world. Some games (such as ''Fallout 4'' and ''Skyrim'') provide tools to create game mods, while other games that don't officially support game modifications can be altered or extended with the use of third-party tools.}}
{{Defn|A third-party addition or alteration to a game. Mods may take the form of new character skins, altered {{gli|game mechanics}} or the creation of a new story or an entirely new game-world. Some games (such as ''Fallout 4'' and ''Skyrim'') provide tools to create game mods, while other games that don't officially support game modifications can be altered or extended with the use of third-party tools.}}


{{Term|Mode|content=mode}}
{{Term|mode}}
{{Defn|no=1|Technical or non-play modes for the hardware or software of a video game, such as a diagnostic or configuration mode, video or {{gli|sound test}}, or the {{gli|attract mode}} of arcade games.}}
{{Defn|no=1|Technical or non-play modes for the hardware or software of a video game, such as a diagnostic or configuration mode, video or {{gli|sound test}}, or the {{gli|attract mode}} of arcade games.}}
{{Defn|no=2|Gameplay modes which affect the game mechanics. {{crossref|selfref=no|See {{gli|game mode}}.}}}}
{{Defn|no=2|Gameplay modes which affect the game mechanics. {{crossref|selfref=no|See {{gli|game mode}}.}}}}


{{Term|Monk|content=Monk}}
{{Term|Monetization|content=[[monetization]]}}
{{Defn|A broad term referring to various methods game developers and publishers have to make money off of their games.}}
{{Defn|A fighter class that only uses their fists, iron knuckles, claws or feet to take down enemies. Gets their power from equipping offense-inducing armor or activating a buff ability. As compared to the Paladin.}}


{{Term|Motion control|content=motion control}}
{{Term|Motion blur|content=[[Motion blur#Video games|motion blur]]}}
{{Defn|A [[Video post-processing|post-processing]] effect that emphasizes movement and speed.}}
{{Defn|A game system that requires physical movement by the player to control {{gli|player character}} actions. Popularized by the [[Nintendo Wii]], motion control is available on most recent console and handheld systems.<ref name="abc"/>}}


{{Term|motion control}}
<dt>mouselook</dt><!--anchored at free look-->
{{Defn|A game system that requires physical movement by the player to control {{gli|player character}} actions. Popularized by the [[Wii]], motion control is available on most recent console and handheld systems.<ref name="abc" />}}

{{Term|mouselook|noid=y}}<!--anchored at free look-->
{{Defn|1={{crossref|selfref=no|See {{gli|free look}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|free look}}.}}}}

{{Term|moveset}}
{{Defn|The set of moves or actions that a character can perform}}


{{Term|MP|id=MP}}
{{Term|MP|id=MP}}
{{Defn|no=1|Abbreviation of {{gli|magic|magic points}}.}}
{{Defn|no=1|Abbreviation of {{gli|mana|magic points}}.}}
{{Defn|no=2|Abbreviation of {{gli|multiplayer}}.}}
{{Defn|no=2|Abbreviation of {{gli|multiplayer}}.}}


{{Term|MUD|content=[[MUD]]{{anchor|Multi-User Dungeon|Multi-User Dimension|Multi-User Domain|multi-user dungeon|multi-user dimension|multi-user domain|Multi-user dungeon|Multi-user domain}}|id=MUD}}
{{Term|MUD|content=[[Multi-user dungeon|MUD]]{{anchor|Multi-User Dungeon|Multi-User Dimension|Multi-User Domain|multi-user dungeon|multi-user dimension|multi-user domain|Multi-user dungeon|Multi-user domain}}|id=MUD}}
{{Defn|{{ghat|Also '''multi-user domain''', '''multi-user dungeon'''.}}A multiplayer real-time virtual world, usually text-based.}}
{{Defn|{{ghat|Also '''multi-user domain''', '''multi-user dungeon'''.}}A multiplayer real-time virtual world, usually text-based.}}

{{Term|mudflation}}
{{Defn|An online game virtual economy phenomenon in which endgame players become rich in currency and drive down the cost of rare items.<ref>{{Cite web |last1=Chester |first1=Chris |title=Curing mudflation before it starts |work=[[Engadget]] |date=2008-05-05 |url=https://www.engadget.com/2008/05/05/curing-mudflation-before-it-starts/ |language=en |access-date=2019-11-27 |df=mdy-all }}</ref>}}


{{Term|Multi-load games|content=multi-load games{{anchor|Multi-load games}}}}
{{Term|Multi-load games|content=multi-load games{{anchor|Multi-load games}}}}
{{Defn|Games, typically from the 1980s, that would only load one portion of the game into memory at a time. This technique let developers make each in-memory portion of the game more complex.<ref>{{cite book|last1=Herman|first1=Leonard|title=Phoenix: The Fall & Rise of Videogames|date=1997|publisher=Rolenta Press|location=Union, New Jersey|isbn=9780964384828|edition=2nd}}</ref>{{Page needed|date=March 2017}}<ref>{{cite book|last1=Woodcock|first1=Colin|title=The ZX Spectrum on Your PC|date=2012|publisher=Lulu.com|isbn=9781471676215|page=12|edition=2nd|url=https://books.google.com/books?id=NRi4AwAAQBAJ&pg=PA12&dq=%22multi-load+games%22&redir_esc=y#v=onepage&q=%22multi-load%20games|accessdate=March 3, 2017|language=en}}</ref>}}
{{Defn|Games, typically from the 1980s, that would only load one portion of the game into memory at a time. This technique let developers make each in-memory portion of the game more complex.<ref>{{cite book|last1=Herman|first1=Leonard|title=Phoenix: The Fall & Rise of Videogames|date=1997|publisher=Rolenta Press|location=Union, New Jersey|isbn=978-0-9643848-2-8|edition=2nd}}</ref>{{Page needed|date=March 2017}}<ref>{{cite book|last1=Woodcock|first1=Colin|title=The ZX Spectrum on Your PC|date=2012|publisher=Lulu.com|isbn=978-1-4716-7621-5|page=12|edition=2nd|url=https://books.google.com/books?id=NRi4AwAAQBAJ&q=%22multi-load+games%22&pg=PA12|access-date=March 3, 2017|language=en}}</ref>{{sps|date=February 2020}}}}


{{Term|Multiplatform|content=[[Cross-platform#Video games|multiplatform]]{{anchor|Multi-platform|crossplatform|cross-platform}}}}
{{Term|Multiplatform|content=[[Cross-platform#Video games|multiplatform]]{{anchor|Multi-platform|crossplatform|cross-platform}}}}
{{Defn|{{ghat|Also '''cross-platform'''.}}A game which can be played on multiple {{gli|platform|platforms}}.}}
{{Defn|
{{ghat|Also '''cross-platform'''.}}
A game which can be played on multiple {{gli|platform|platforms}}.}}


{{Term|Multiplayer|content=[[multiplayer video game|multiplayer]]}}
{{Term|Multiplayer|content=[[multiplayer video game|multiplayer]]}}
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{{Term|Multiplayer online battle arena|content=[[multiplayer online battle arena]] {{anchor|MOBA}}(MOBA)}}
{{Term|Multiplayer online battle arena|content=[[multiplayer online battle arena]] {{anchor|MOBA}}(MOBA)}}
{{Defn|A genre of {{gli|real-time strategy}} games popularized by ''[[Defense of the Ancients]]'' that pits teams of players to defend their home base from enemy onslaughts.}}
{{Defn|A genre of video game popularized by ''[[Defense of the Ancients]]'' that pits teams of players to defend their home base from enemy onslaughts.}}


{{Term|Multiple character control|content=multiple character control{{Anchor|Multiple character control}}}}
{{Term|Multiple character control|content=multiple character control{{Anchor|Multiple character control}}}}
{{Defn|A feature of {{gli|role-playing video game}}s where the player controls multiple characters in real-time. The PlayStation 2 was first with this feature in the ''[[Summoner (video game)|Summoner]]'' and ''[[Dynasty Warriors]]'' series.}}
{{Defn|A feature of {{gli|role-playing video game}}s where the player controls multiple characters in real-time. The PlayStation 2 was first with this feature in the ''[[Summoner (video game)|Summoner]]'' and ''[[Dynasty Warriors]]'' series.}}


{{Term|Multiple endings|content=Multiple endings}}
{{Term|multiple endings}}
{{Defn|As compared to the straightforward linear ending that players normally see when defeating the game's final boss. In the case of multiple-endings, players can view different ending outcomes. Players will have to meet certain requirements in order to view a specific ending.}}
{{Defn|When a game's story has multiple final outcomes, as compared to a linear story which typically ends with the defeat of the game's final boss. Players may have to meet certain requirements in order to view each ending.}}


{{Term|Multiplier|content=multiplier}}
{{Term|multiplier}}
{{Defn|In games with a [[Score (game)|scoring system]], a gameplay element that increases the value of the points earned by the given multiplier value while the multiplier is active. A common feature of most [[pinball]] tables.}}
{{Defn|no=1|In games with a [[Score (game)|scoring system]], a gameplay element that increases the value of the points earned by the given multiplier value while the multiplier is active. A common feature of most [[pinball]] tables.}}
{{Defn|no=2|Refers to the specific factor which changes a playable character or enemy's attributes, either inherently or due to a temporary {{gli|buff}} or {{gli|debuff}}.}}
{{Glossary end}}
{{Glossary end}}


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{{Term|Nerf|content=[[Nerfing (gaming)|nerf]]}}
{{Term|Nerf|content=[[Nerfing (gaming)|nerf]]}}
{{Defn|A change intended to weaken a particular item, tactic, ability, or character, ostensibly for {{gli|balance|balancing}} purposes.<ref name="bartle">{{cite book | last = Bartle | first = Richard | authorlink = Richard Bartle | title = [[Designing Virtual Worlds]] | publisher = New Riders | year = 2003 | isbn = 0-13-101816-7}}</ref>}}
{{Defn|A change, usually a {{gli|patch}}, intended to weaken a particular item, tactic, ability, or character, ostensibly for {{gli|balance|balancing}} purposes. ''Contrast with {{gli|buff}}''.<ref name="bartle">{{cite book | last=Bartle | first=Richard | author-link=Richard Bartle | title=Designing Virtual Worlds | publisher=New Riders | year=2003 | isbn=978-0-13-101816-7| title-link=Designing Virtual Worlds }}</ref>}}


{{Term|plusPlus|content=[[New Game Plus]]}}
{{Term|plusPlus|content=New Game Plus (NG+){{Anchor|New Game Plus|NG+|New game plus}}}}
{{Defn|An option to play through an already-completed game's story again, carrying over characters, attributes, or equipment from a prior {{gli|playthrough}}.}}
{{Defn|An option to play through an already-completed game's story again, carrying over characters, attributes, or equipment from a prior {{gli|playthrough}}.}}


{{Term|Newbie|content=newbie}}
{{Term|newbie|content=newbie ({{vanchor|newb}})}}
{{Defn|Someone new to the game, generally used as a pejorative, although usually light-heartedly. ''See {{gli|noob}}''.}}
{{Defn|Someone new to the game, generally used as a pejorative, although often light-heartedly. Not as pejorative as {{gli|noob}}.}}


{{Term|Noclip mode|content=[[noclip mode]]{{anchor|Noclip|noclip}}}}
{{Term|Noclip mode|content=noclip mode{{anchor|Noclip|noclip}}}}
{{Defn|A {{gli|cheat}} that allows players to pass through normally impenetrable objects – walls, ceilings, and floors – by disabling {{gli|clipping}}.<ref name="Davidson"/>{{rp|119}}}}
{{Defn|A {{gli|cheat}} that allows players to pass through normally impenetrable objects&nbsp;– walls, ceilings, and floors – by disabling {{gli|clipping}}.<ref name="Davidson" />{{rp|119}}}}


{{Term|no johns}}
{{Term|Non-player character|content=[[non-player character]] {{anchor|NPC}}(NPC)}}
{{Defn|A term meaning "no excuses", generally used when a player proclaims false or exaggerated reasons for not playing well. Originates from the competitive ''[[Super Smash Bros. Melee]]'' community.}}
{{Defn|A [[Artificial Intelligence|computer-controlled]] character or any character that is not under the player's direct control.}}


{{Term|NPC|content=[[non-player character]] {{anchor|NPC|non-playable character|non-playing character|non-player characters|non-playable characters}}(NPC)}}
{{Term|Noob|content=noob}}
{{Defn|{{ghat|Also {{gli|CPU}}.}}
{{Defn|A pejorative used to insult a player who is making mistakes that an experienced player would be expected to avoid. ''See {{gli|newbie}}''.}}
Abbreviation of ''non-player character'' or ''non-playable character'', is a {{gli|artificial intelligence|computer-controlled}} character or any character that is not under a player's direct control.}}


{{Term|noob}}
{{Term|Noscope|content=noscope{{Anchor|Noscope}}}}
{{Defn|A pejorative used to insult a player who is making mistakes that an experienced player would be expected to avoid. Sometimes spelled as n00b. ''See {{gli|newbie}}''.}}
{{Defn|Similar to {{gli|quickscoping}}, this is a term used to describe when a player uses a sniper rifle to achieve a kill without using its scope.}}


{{Term|Note highway|content=[[Rhythm game|note highway]]}}
{{Term|no-scope|content=no-scope{{Anchor|No-scope}}}}
{{Defn|When a player uses a sniper rifle to achieve a kill without using its scope. Considered skillful, especially at range, as hipfired weapons usually have poor accuracy. Similar to {{gli|quickscoping}}.}}
{{Defn|A visual element of most {{gli|rhythm game}}s that show the notes the player must match as they scroll along the screen. This is more commonly considered a "highway" when the notes scroll down the screen on a perspective-based grid, making it appear as a road highway.}}

{{Glossary end}}
{{Term|note highway|content=[[Rhythm game|note highway]]}}
{{Defn|A visual element of most {{gli|rhythm game}}s that show the notes the player must match as they scroll along the screen. This is more commonly considered a "highway" when the notes scroll down the screen on a perspective-based grid, making it appear as a road highway.{{Citation needed|date=March 2023}}}}

{{Term|nt}}
{{Defn|Meaning "Nice try". Generally said through a chat function in online multiplayer games to boost the morale of players. Can be directed towards both the friendly and enemy teams. Used when teammates or opponents fail after trying something new, or put in large amounts of effort towards the objective to no avail.<ref>{{Cite web|url=https://dotesports.com/counter-strike/news/csgo-slang-guide-dictionary-23242|title=CS:GO Dictionary: A Complete Guide to Counter-Strike Slang|date=3 March 2021}}</ref> "Nice try" could also be used in a condescending manner to mock opponents.}}

{{Term|nuke}}
{{Defn|A [[Magic (gaming)|spell]] or [[Skill (role-playing games)|skill]] that is capable of dealing a large amount of damage to its target. Also in the context of video games, '''"nuking"''' may also describe the act of using a [[nuclear weapon]] while playing the game, such as the atomic bomb in ''[[Call of Duty]]'' games.

In an MMORPG, nuking may differ in meaning between different communities.<ref name="Carless2005">{{cite book|author=Simon Carless|title=Gaming hacks|url=https://books.google.com/books?id=zrqz84QUuSEC&pg=PA113|accessdate=26 April 2013|year=2005|publisher=O'Reilly Media, Inc.|isbn=978-0-596-00714-0|pages=113–}}</ref> For example, to some individuals, to "nuke" is to deal the most possible damage to the most enemies possible (almost exclusively by means of an [[area of effect]] skill), whereas other individuals use the term by referring to the highest possible damage to a single target in the shortest amount of time, also known as a spike. Some individuals believe that the player, or players, nuking must do so by means of ranged combat (that is, out of [[melee]] range); others make no such distinction. It can also mean to critical hit often or just to deal high standard damage.

In a [[real-time strategy|real-time]] or [[turn-based]] strategy game, the term "nuke" has one distinct use. It can describe the tactic of attacking an opponent's specific (often high-priority) units with high-damage spells in order to kill them or force (or strongly encourage) the opposing player to remove them from battle. Such usage is common in ''[[Warcraft III]]'', in which "Heroes" are frequently the targets and attackers due to their relative high priority and common faculty for high-damaging spells.}}
{{glossary end}}


==O==
==O==
{{Glossary}}
{{Glossary}}


{{Term|oddball}}
<dt>old-school gaming</dt><!--anchored at retrogaming-->
{{Defn|A game mode in the [[Halo (franchise)|Halo]]-series and a few other first-person shooters, where players on opposing teams attempt to capture and then hold on to a ball for as long as possible, while the opposing team tries to eliminate the player holding the ball in an attempt to get it back.<ref>{{cite web|url=https://www.giantbomb.com/oddball/3015-1889/concepts/|title=Oddball|website=[[Giant Bomb]]}}</ref>}}

{{Term|old-school gaming|noid=y}}<!--anchored at retrogaming-->
{{Defn|1={{crossref|selfref=no|See {{gli|retrogaming}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|retrogaming}}.}}}}


{{Term|one-trick|content=one-trick}}{{anchor|one-tricking|1-trick}}
{{Term|on-disc DLC|content=on-disc DLC{{anchor|on-disc DLC}}}}
{{defn|Content that is on the physical media (usually a disc) of a game, but cannot be accessed without buying the content separately. Usually {{gli|day_one|day-one DLC}} is assumed to be this, but not always. This term also includes data which is downloaded with a downloadable game but not accessible without payment. Not used for {{gli|free-to-play}} or {{gli|freemium}} games.}}
{{defn|When a player continually chooses to play as a specific character in a wide roster, and often refuses to switch<ref name="Kotaku: other players">{{Cite web |last1=Grayson |first1=Nathan |title=Overwatch's Symmetra Mains Agree: The Problem Is Other Players |work=[[Kotaku]] |date=2018-04-24 |url=https://kotaku.com/overwatchs-symmetra-mains-agree-the-problem-is-other-p-1825483570 |accessdate=2018-06-30 |df=mdy-all }}</ref>}}

{{Term|on rails|content=on rails{{anchor|On rails}}}}
{{defn|A term that refers to gameplay in which the player can only progress in one direction with limited exploration or branching, similar to a [[dark ride]] at theme parks. While this is expected in certain genres, like [[rail shooter]]s, it may be criticized in genres that normally allow for more exploration.}}

{{Term|one-shot}}
{{Defn|no=1|To eliminate within a very short time frame, usually with only one shot or ability.}}
{{Defn|no=2|When an enemy is low on health and one shot away from elimination.}}

{{Term|one-trick|content=one-trick{{anchor|one-tricking|1-trick}}}}
{{defn|When a player continually chooses to play as a specific character in a wide roster and often refuses to switch.<ref name="Kotaku: other players">{{cite web |last1=Grayson |first1=Nathan |title=Overwatch's Symmetra Mains Agree: The Problem Is Other Players |work=[[Kotaku]] |date=2018-04-24 |url=https://kotaku.com/overwatchs-symmetra-mains-agree-the-problem-is-other-p-1825483570 |access-date=2018-06-30 |df=mdy-all }}</ref>}}


{{Term|Online game|content=[[online game]]}}
{{Term|Online game|content=[[online game]]}}
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{{Term|Open beta|content=[[open beta]]}}
{{Term|Open beta|content=[[open beta]]}}
{{Defn|The opposite of a {{gli|closed beta}}; the test players are not bound by non-disclosure agreements and are free to show the game to others.}}
{{Defn|The opposite of a {{gli|closed beta}}; the test players are not bound by non-disclosure agreements and are free to show the game to others. {{crossref|selfref=no|See also {{gli|early access}}}}.}}


{{Term|Open world|content=[[open world]]}}
{{Term|Open world|content=[[open world]]}}
{{Defn|A game world that the player may freely traverse, rather than being restricted to certain pre-defined areas. While 'open world' and '{{gli|sandbox game|sandbox}}' are sometimes used interchangeably, the terms refer to different concepts and are not synonymous.}}
{{Defn|A {{gli|game world}} where the player has much greater freedom in choosing the order that they visit areas within the world, rather than being restricted to a pre-defined or heavily constricted order of visiting areas. While 'open world' and '{{gli|sandbox game|sandbox}}' are sometimes used interchangeably, the terms refer to different concepts and are not synonymous.}}


{{Term|OTP|content=[[wikt:one-trick pony|OTP]]}}
{{Term|Overpowered|content=[[Game balance#Overpowered|overpowered]] {{anchor|OP|Over Powered|Over-powered|over powered}}(OP)}}
{{defn|Abbreviation of {{gli|one-trick}} pony, often used pejoratively, but can also be used boastfully if the person can consistently {{gli|carry}} their team.}}
{{Defn|An item, ability or other effect that is too powerful, disturbing the game {{gli|balance}}.}}

{{Term|Overextend|content=[[Multiplayer|Overextend]] {{anchor|overextending|overextended}} }}
{{Defn|When a player or group of players are moving or moved far into the map where it could be the enemy's territory where they will be most likely outnumbered and destroyed. }}

{{Term|Overpowered|content=[[Game balance#Overpowered and underpowered|overpowered]] {{anchor|OP|Over Powered|Over-powered|over powered}}(OP)}}
{{Defn|An item, ability or other effect that is too powerful, disrupting game {{gli|balance}}. Often a controversial term.}}

{{Term|Overwatch|content=[[overwatch (military tactic)|overwatch]]}}
{{Defn|In [[turn-based tactics]] games, a character ends their turn and fires upon any enemies who enter their line of sight, providing [[covering fire]] for other characters.<ref>{{cite web|url=https://www.rockpapershotgun.com/the-rally-point-we-need-to-talk-about-overwatch|title=The Rally Point: we need to talk about overwatch|last=Vega|first=Sin|work=[[Rock Paper Shotgun]]|date=August 5, 2021|accessdate=December 14, 2022}}</ref>}}


{{Term|Overworld|content=[[overworld]]}}
{{Term|Overworld|content=[[overworld]]}}
{{Defn|An open area that allows free travel and serves to connect other areas of the game world. In {{gli|platform game}}s, this term also refers to levels that are considered above-ground, in contrast to cave-like levels, which are referred to as {{gli|underworld|underworlds}}.}}
{{Defn|no=1|In {{gli|open world}} games such as RPGs, an area that serves to connect other areas of the {{gli|game world}}.}}
{{Defn|no=2|In {{gli|platform game}}s, levels that are considered above-ground, in contrast to cave-like levels which are referred to as {{gli|underworld|underworlds}}.}}
{{Glossary end}}
{{Glossary end}}


==P==
==P==
{{Glossary}}
{{Glossary}}

{{Term|pacifist run}}
{{Defn|An attempt to reach the ending of a game while defeating as few enemies as possible, often exploiting various bugs and glitches.}}


{{Term|Pack-in game|content=pack-in game{{Anchor|Pack-in game}}}}
{{Term|Pack-in game|content=pack-in game{{Anchor|Pack-in game}}}}
{{Defn|A game that is included with the purchase of a video game {{gli|console}} as a form of [[product bundling]].}}
{{Defn|A game that is included with the purchase of a video game {{gli|console}} as a form of [[product bundling]]. {{crossref|selfref=no|See also {{gli|launch game}}}}.}}


{{Term|Paddle|content=[[Paddle (game controller)|paddle]]}}
{{Term|Paddle|content=[[Paddle (game controller)|paddle]]}}
{{Defn|A game controller that primarily included a large dial that could be turned either clockwise or counter-clockwise to generate movement in one direction within a game.}}
{{Defn|A game controller that primarily included a large dial that could be turned either clockwise or counter-clockwise to generate movement in one dimension within a game.}}

{{Term|palette swap}}
{{Defn|Video game characters which are graphically similar except for a hue-shifted [[Palette (computing)|palette]]. Typically done to preserve resources or data space that would otherwise be used up by different designs for the same character, especially for games with sprite-based graphics, though other reasons may exist for palette swaps, such as differentiating similar-looking characters with different properties (e.g. the Green and Red Koopa Troopas from the ''[[Super Mario]]'' series having different behaviors), or accommodating for the presence of more than one instance of the same unique character to avoid confusion or paradoxes (e.g. ''[[Super Smash Bros.]]'' characters having multiple palette swaps to avoid confusion in matches where multiple players pick the same character).}}

{{Term|paper doll}}
{{Defn| A visual representation of the player character's currently used equipment, in which the items are displayed on top of an image of the character.}}

{{Term|party}}
{{Defn|no=1|In a cooperative multiplayer game, a team of players working together to complete the same mission or {{gli|quest}}. {{crossref|selfref=no|See {{section link|Role-playing game|Game mechanics}}.}}}}
{{Defn|no=2|In a single player game, a group of characters traveling together on a quest that the player may control or have the most direct access to. The characters themselves are typically referred to as "party members".}}

{{Term|parry}}
{{Defn|A block in fighting video games that does not have a downside to the player using it, usually performed by precisely timing a defensive maneuver or block. Parries may fully negate damage from the attack or even reflect the attack.}}


{{Term|Party|content=party}}
{{Term|Party|content=party game}}
{{Defn|no=1|In a cooperative multiplayer game, a team of players working to complete the same mission or {{gli|quest}}. {{crossref|selfref=no|See [[Role-playing game#Game mechanics]].}}}}
{{Defn|A multiplayer game, usually consisting of a series of short minigames, that can be easily played in a social setting.}}
{{Defn|no=2|The collection of characters the player may control or have the most direct access to. The characters themselves are typically referred to as "party members".}}


{{Term|Patch|content=patch}}
{{Term|patch|content=[[Patch (computing)#Video games|patch]]}}
{{Defn|The process by which a developer of a video game creates an update to an already released game with the intention of possibly adding new content, fixing any bugs in the current game, {{gli|balance|balancing}} character issues (especially prevalent in online multiplayer games with competitive focuses), or updating the game to be compatible with {{gli|downloadable content|DLC}} releases. {{crossref|selfref=no|See also {{gli|zero day patch}}}}.}}
{{Defn|The process by which a developer of a video game creates an update to an already released game with the intention of possibly adding new content, fixing any bugs in the current game, {{gli|balance|balancing}} character issues (especially prevalent in online multiplayer games with competitive focuses), or updating the game to be compatible with {{gli|downloadable content|DLC}} releases. {{crossref|selfref=no|See also {{gli|zero day patch}}}}.}}


{{Term|Pause|content=pause}}
{{Term|pause}}
{{Defn|The option to temporarily suspend play of a video game, allowing the player to take a break or attend to some other urgent matter outside of the game, or to perform other actions, such as adjusting options, [[Saved game|saving]] the current game and/or ending the current game session. In multiplayer [[online game|online games]] where actions are performed in [[real-time game|real-time]] by players, however, pausing is not allowed, as such game requires continuous activity from all participating players in order to properly function from start to finish.}}
{{Defn|The option to temporarily suspend play of a video game, allowing the player to take a break or attend to an urgent matter outside of the game, or to perform other actions, such as adjusting options, {{gli|saved game|saving}} the current game or ending the current game session. In {{gli|multiplayer}} online or networked games, pausing may not be available as a feature, as such games require continuous activity from all participating players in order to properly function.}}

{{Term|Paywall|content=[[paywall]]}}
{{Defn|A {{gli|monetization}} method that requires players to spend money to access gameplay features.}}

{{Term|pay to win}}
{{Defn|{{ghat|Also '''P2W''' or '''PTW'''.}}Elements of a game that can only be unlocked by making premium digital purchases and provide the player with an advantage. The purchase packages can include game currency, resources, special characters, unique items, summoning tickets, character skins that give buffs to their stats, or VIP points if the game has a built-in VIP system. This monetization scheme can result in an unbalanced experience between players.}}

{{Term|peak}}
{{Defn|Commonly used when you or someone in the current lobby you are in does something that is above their current skill level.}}

{{Term|pentakill|content=pentakill{{anchor|penta kill}}}}
{{Defn|Usually used within [[Multiplayer online battle arena|MOBAs]], a pentakill occurs when a single player gets the killing blow on 5 opposing players in rapid succession, resulting in a team elimination. Comparable to {{gli|ace}}.}}

{{Term|peripheral}}
{{Defn|An optional hardware component for a video game system.<ref>{{cite book | title=The Videogame Style Guide and Reference Manual | first1=David | last1=Thomas | first2=Kyle | last2=Orland | first3=Scott | last3=Steinberg | page=21 | publisher=Power Play Publishing | date=2007 | isbn=9781430313052 | url=http://www.gamestyleguide.com/VideoGameStyleGuideeBook.pdf | accessdate=September 13, 2021 | archive-url=https://web.archive.org/web/20070928083706/http://www.gamestyleguide.com/VideoGameStyleGuideeBook.pdf | archive-date=September 28, 2007 | url-status=live }}</ref>}}


{{Term|Perks|content=[[Experience point#Perks|perks]]}}
{{Term|Perks|content=[[Experience point#Perks|perks]]}}
{{Defn|Special bonuses that video game players can add to their characters to give special abilities. Similar to {{gli|power-up|power ups}}, but permanent rather than temporary.}}
{{Defn|Special bonuses that video game players can add to their characters to give special abilities. Similar to {{gli|power-up|power ups}}, but permanent.}}


{{Term|Permadeath|content=[[permadeath]]{{anchor|Permanent death|permanent death}}}}
{{Term|Permadeath|content=[[permadeath]]{{anchor|Permanent death|permanent death}}}}
{{Defn|When a player must restart the game from the beginning when their character dies, instead of from a {{gli|saved game}} or {{gli|save point}}.}}
{{Defn|{{ghat|Also '''hardcore mode'''.}}Generally refers to when a player must restart the game from the beginning when their character dies, instead of from a {{gli|saved game}} or {{gli|save point}}. This may also refer to the case of a player having to restart the game due to failing to meet a certain objective. The term may also apply to squad-based games such as tactical role-playing games, if the death of the character eliminates that character from the game completely but the game may continue on with other characters.}}


{{Term|Persistent world|content=[[persistent world]] {{anchor|Persistent state world|persistent state world|PSW}}(PSW)}}
{{Term|Persistent state world|content=[[persistent state world]] {{anchor|Persistent state world|persistent state world|PSW}}(PSW)}}
{{Defn|An online game-world that exists independently of the players and is semi-permanently affected by their actions.}}
{{Defn|An online game-world that exists independently of the players and is semi-permanently affected by their actions.}}


{{Term|Pervasive game|content=[[pervasive game]]{{Anchor|Pervasive game}}}}
{{Term|Pervasive game|content=[[pervasive game]]{{Anchor|Pervasive game}}}}
{{Defn|A game that blends its in-game world with the physical world.<ref name="Benford2005-Bridging">{{Citation|first1=Steve|last1=Benford |first2=Carsten|last2=Magerkurth|first3=Peter|last3=Ljungstrand |authorlink=|title=Bridging the physical and digital in pervasive gaming|url=http://www.pervasive-gaming.org/Publications/ACM-Bridging-the-Physical-and-Digital-in-Pervasive-Gaming.pdf |series=Communications of the ACM|year=2005|pages=54–57|publisher=ACM|deadurl=yes |archiveurl=https://web.archive.org/web/20141111144210/http://www.pervasive-gaming.org/Publications/ACM-Bridging-the-Physical-and-Digital-in-Pervasive-Gaming.pdf |archivedate=November 11, 2014 }}</ref> The term has been associated with [[ubiquitous games]], [[Augmented reality|augmented]] and [[mixed reality game|mixed-reality games]], [[mobile game]]s, [[alternate reality game|alternate-reality games]], [[Live action role-playing game|(enhanced) live action role playing]], [[Transreality gaming|transreality]] and [[affective gaming|affective]] gaming, [[virtual reality]] games, [[smart toy]]s, [[Location-based game|location-based or location-aware games]], [[crossmedia]] games and [[augmented reality|augmented-reality]] [[tabletop game]]s.<ref name="Nieuwdorp">{{cite journal|last1=Nieuwdorp|first1=Eva|title=The discourse|journal=Computers in Entertainment|date=April 1, 2007|volume=5|issue=2|page=13|doi=10.1145/1279540.1279553}}</ref> Examples of pervasive games include ''[[Pokémon Go]]'', ''[[Assassin (game)|The Killer]]'', ''[[The Beast (game)|The Beast]]'', ''[[Shelby Logan's Run]]'', ''[[BotFighters]]'', ''[[Mystery on Fifth Avenue (game)|Mystery on Fifth Avenue]]'', ''[[Momentum (game)|Momentum]]'', ''[[Pac-Manhattan]]'', ''[[Epidemic Menace]]'', ''[[Insectopia]]'', ''[[Vem Gråter]]'', ''[[REXplorer]]'', ''[[Uncle Roy All Around You]]'' and ''[[Amazing Race]]''.<ref name="Montola2009-PG">{{cite book|title=Pervasive Games. Theory and Design. Experiences on the Boundary Between Life and Play.|first1=Markus|last1=Montola|first2=Jaakko|last2=Stenros|first3=Annika|last3=Waern|year=2009|publisher=Morgan Kaufmann Publishers|pages=}}</ref><ref>Duggan, E. (2017) "Squaring the (Magic) Circle: A Brief Definition and History of Pervasive Games". In Nijholt, A. ed. ''Playable Cities: The City as a Digital Playground''. Springer. Singapore. pp. 111–135.</ref>}}
{{Defn|A game that blends its in-game world with the physical world.<ref name="Benford2005-Bridging">{{Cite magazine|first1=Steve|last1=Benford |first2=Carsten|last2=Magerkurth|first3=Peter|last3=Ljungstrand |title=Bridging the physical and digital in pervasive gaming|url=http://www.pervasive-gaming.org/Publications/ACM-Bridging-the-Physical-and-Digital-in-Pervasive-Gaming.pdf |magazine=Communications of the ACM|year=2005|volume=48|issue=3|pages=54–57|publisher=ACM|url-status=dead |archive-url=https://web.archive.org/web/20141111144210/http://www.pervasive-gaming.org/Publications/ACM-Bridging-the-Physical-and-Digital-in-Pervasive-Gaming.pdf |archive-date=November 11, 2014 }}</ref> The term has been associated with [[ubiquitous games]], [[mixed reality game|mixed-reality games]], and [[Location-based game|location-aware]] [[mobile game]]s.<ref name="Nieuwdorp">{{cite journal|last1=Nieuwdorp|first1=Eva|title=The discourse|journal=Computers in Entertainment|date=April 1, 2007|volume=5|issue=2|page=13|doi=10.1145/1279540.1279553|s2cid=17759896}}</ref> Examples of pervasive games include ''[[Pokémon Go]]'' and ''[[Pac-Manhattan]]''.<ref name="Montola2009-PG">{{cite book|title=Pervasive Games. Theory and Design. Experiences on the Boundary Between Life and Play.|first1=Markus|last1=Montola|first2=Jaakko|last2=Stenros|first3=Annika|last3=Waern|year=2009|publisher=Morgan Kaufmann Publishers}}</ref><ref>Duggan, E. (2017) "Squaring the (Magic) Circle: A Brief Definition and History of Pervasive Games". In Nijholt, A. ed. ''Playable Cities: The City as a Digital Playground''. Springer. Singapore. pp. 111–135.</ref>}}

{{Term|physical release}}
{{Defn|A version of a video game released on an [[optical disc]] or other storage device, as opposed to a [[digital distribution in video games|digital download]].}}

{{Term|[[physics game]]}}
{{Defn|A subgenre of {{gli|puzzle video game}} where the player has to use the game's physics and environment to complete each puzzle. Notable examples include ''[[Portal (video game)|Portal]]'', ''[[World of Goo]]'' and ''[[Cut the Rope]]'', and projectile collision games such as ''[[Angry Birds]]'' and ''[[Peggle]]''.}}


{{Term|Ping|content=[[ping (video games)|ping]]}}
{{Term|Ping|content=[[ping (video games)|ping]]}}
{{Defn|In {{gli|online game}}s, the network latency between the client and server. {{crossref|selfref=no|See also {{gli|lag}}.}}}}
{{Defn|no=1|In {{gli|online game}}s, the network latency between the client and server. {{crossref|selfref=no|See also {{gli|lag}}.}} Can also be used like ''lagging'', if there is a high network latency.}}
{{Defn|no=2|A means of highlighting a feature on a game's map that is seen on the user interface of allied players.}}


{{Term|Physical release|content=physical release}}
{{Term|Ping system|content=ping system{{Anchor|Ping system}}}}
{{Defn|In co-operative multiplayer games, gameplay feature that allows players on the same team to visibly highlight, or "ping", other features on the map (such as waypoints, enemies, or treasure) to their allied players. While ping systems existed in various genres such as MOBAs before, ''[[Apex Legends]]'' in the late 2010s was cited with popularizing the system for first-person shooters that enabled effective communication between players without the need for voice chat.<ref>{{cite web | url=https://www.pcgamer.com/apex-legends-ping-system-is-a-tiny-miracle-for-fps-teamwork-and-communication/ |title=Apex Legends' ping system is a tiny miracle for FPS teamwork and communication | first=Evan | last=Lahti | date=February 8, 2019 | access-date=July 8, 2019 | work=[[PCGamer]] }}</ref>}}
{{Defn|A version of a video game released on an [[optical disc]] or other storage device, as opposed to a [[digital distribution in video games|digital download]].}}

{{Term|Pity pull|content=[[Gacha_game#Pity system|pity pull]]{{anchor|pity}}}}
{{Defn|A mechanic in certain {{gli|gacha games}} where a player will eventually be guaranteed a high-quality item after too many unsuccessful {{gli|pulls}}.}}


{{Term|Pixel hunting|content=pixel hunting{{Anchor|Pixel hunting}}}}
{{Term|Pixel hunting|content=pixel hunting{{Anchor|Pixel hunting}}}}
{{Defn|A game element that involves searching an entire scene for a single (often pixel-sized) point of interactivity. Common in adventure games, most players consider 'hunt-the-pixel' puzzles to be a tedious chore, borne of inadequate game design.{{citation needed|date=January 2018}} The text-adventure version of this problem is called 'guess-the-verb' or 'syntax puzzle'.}}
{{Defn|A game element that involves searching an entire scene for a single (often pixel-sized) point of interactivity. Common in adventure games, most players consider 'hunt-the-pixel' puzzles to be a tedious chore, borne of inadequate game design.<ref>{{Cite web|url=https://www.giantbomb.com/pixel-hunt/3015-1101/|title=Pixel Hunt (Concept)|website=Giant Bomb}}</ref> The text-adventure version of this problem is called 'guess-the-verb' or 'syntax puzzle'.}}


{{Term|pixel-perfect}}
{{Term|Platform|content=[[Video game platform|platform]]}}
{{Defn|An action that must be performed whilst being positioned within a [[pixel]]-wide gap for perfect execution. A pixel in this case may refer to a screen pixel or an in-game pixel, such as in video games that utilize [[pixel art]].}}
{{Defn|The specific combination of electronic components or [[computer hardware]] which, in conjunction with [[software]], allows a video game to operate.}}


{{Term|plant}}
{{Defn|"Plants" are often found in games that feature a variety of microtransactions. They are "players" who collude with game developers to promote unhealthy competition. These "plants" are discretely given free and powerful items by game developers. This is typically done to artificially create competition for the legitimate paying players so that the already paying players feel the need to spend more money to compete against this new "player."}}

{{Term|Platform|content=[[Video game platform|platform]]}}
{{Defn|no=1|A buzzword for [[operating system]], a video game is released for [[Windows]] or [[Android (operating system)|Android]] and so forth, not for PC, console or mobile. A corporation that controls a platform is referred to as a "platform holder".}}
{{Defn|no=2|A resting piece of ground, frequently floating, in a platform game (see below).}}
{{Term|Platform game|content=[[platform game]]{{anchor|Platformer|platformer}}}}
{{Term|Platform game|content=[[platform game]]{{anchor|Platformer|platformer}}}}
{{Defn|{{ghat|Also '''platformer'''.}}Any video game, or genre which involves heavy use of jumping, climbing, and other acrobatic maneuvers to guide the {{gli|player-character}} between suspended platforms and over obstacles in the game environment.<ref name="Dille" />}}
{{Defn|
{{ghat|Also '''platformer'''.}}
A video game genre which involves heavy use of jumping, climbing, and other acrobatic maneuvers to guide the {{gli|player-character}} between suspended platforms and over obstacles in the game environment.<ref name="Dille"/>}}


{{Term|platting}}
{{Term|Player-character|content=[[player-character]] (PC)}}
{{Defn|A term exclusive to PlayStation users that refers to obtaining all {{gli|achievements}} of a game. The word "plat" refers to the platinum trophy, which is usually the most difficult achievement to obtain and often the last one to be unlocked. It is sometimes denoted as "platinum" when used as a verb.}}
{{Defn|The main protagonist controlled and played by the human player in a video game. Tidus from ''[[Final Fantasy X]]'', Doomguy from the ''[[Doom series|Doom]]'' series, and Commander Shepard from the ''[[Mass Effect]]'' series are all "player-characters" developed by their game studios.}}

{{Term|Player-character|content=[[player-character]]{{Anchor|player character}} (PC)}}
{{Defn|The character controlled and played by the human player in a video game. Often the game's main [[protagonist]]. Tidus from ''[[Final Fantasy X]]'' and Doomguy from the ''[[Doom series|Doom]]'' series are all "player-characters" developed by their game studios. {{crossref|selfref=no|Compare with {{gli|Non-player character|NPC}}.}}}}


{{Term|Player versus environment|content=[[player versus environment]] {{anchor|PvE}}(PvE)}}
{{Term|Player versus environment|content=[[player versus environment]] {{anchor|PvE}}(PvE)}}
Line 1,072: Line 1,577:
{{Term|Player versus player|content=[[player versus player]] {{anchor|PvP}}(PvP)}}
{{Term|Player versus player|content=[[player versus player]] {{anchor|PvP}}(PvP)}}
{{Defn|Refers to competing against other players, as opposed to player versus environment (PvE).}}
{{Defn|Refers to competing against other players, as opposed to player versus environment (PvE).}}

{{term|player's handbook}}
{{Defn|1={{crossref|selfref=no|See {{gli|walkthrough}}.}}}}


{{Term|Playthrough|content=playthrough{{Anchor|Playthrough}}}}
{{Term|Playthrough|content=playthrough{{Anchor|Playthrough}}}}
{{Defn|The act of playing a game from start to finish, in one or several sessions.}}
{{Defn|The act of playing a game from start to finish, in one or several sessions. {{crossref|selfref=no|Compare with {{gli|longplay}}.}}}}

{{Term|Playtesting|content=[[Playtest|playtesting]]}}
{{Defn|A process in which game developers observe players (called playtesters) testing their game and what the user experience is like in real-time, in order to see where players get stuck, what information is and isn't communicated clearly, and which gameplay elements are found enjoyable or frustrating.}}

{{Term|Pocket|content=pocket (pocketing)}}
{{Defn|Pocketing refers in multiplayer games to when a player (usually playing the part of a healer support) supports exclusively a single teammate (usually a tank), either at an extended period of time but with several teammates or during the entire match with a single teammate. This is done with the intent of assuring the supported player's survival during the time they're being supported. The term pocket refers either to the supporting player, or the supported player.}}

{{Term|Pog|content=pog/poggers{{Anchor|pog|pogchamp}}}}
{{Defn|From [[PogChamp]], a term meaning great or awesome, often a play in a game.}}


{{Term|Point of no return|content=point of no return{{Anchor|Point of no return}}}}
{{Term|Point of no return|content=point of no return{{Anchor|Point of no return}}}}
{{Defn|A point in a game from which the player cannot return to previous areas.}}
{{Defn|A point in a game from which the player cannot return to previous areas.}}


<dt>port</dt><!--anchored at game port-->
{{Term|port|noid=y}}<!--anchored at game port-->
{{Defn|1={{crossref|selfref=no|See {{gli|game port}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|game port}}.}}}}

{{Term|Postgame|content=postgame{{Anchor|postgame}}}}
{{Defn|Gameplay which takes place after completion of a game's storyline; the postgame may unlock new means to play the game, such as {{gli|New Game Plus}}, additional minigames or sidegames, or even an additional, second storyline for the player to play through.}}

{{Term|Popping off|content=popping off{{Anchor|popping off}}}}
{{Defn|Used mostly in the context of [[esports]] competitions or [[video game streaming]], a gamer is said to "pop off" when they unexpectedly perform exceptionally well in a video game for a short period of time.}}


{{Term|Power-up|content=[[power-up]]}}
{{Term|Power-up|content=[[power-up]]}}
{{Defn|Objects that instantly benefit or add extra abilities to the game character, usually as a temporary effect. Persistent power-ups are called {{gli|perks}}.}}
{{Defn|An object that temporarily gives extra abilities or {{gli|buff}}s to the game character. Persistent power-ups are called {{gli|perks}}.}}


{{Term|Power creep|content=power creep{{Anchor|Power creep}}}}
{{Term|Power creep|content=power creep{{Anchor|Power creep}}}}
{{Defn|The gradual unbalancing of a game due to successive releases of new content.<ref>{{cite web |title=League of Legends Nerfs Are Made to Control Power Creep Level | url=http://news.softpedia.com/news/League-of-Legends-Nerfs-Are-Made-to-Control-Power-Creep-Level-346343.shtml | publisher=Softpedia | date=April 18, 2013 | accessdate=May 15, 2013 | author=Dobra, Andrei}}</ref> The phenomenon may be caused by a number of different factors and, in extreme cases, can be damaging to the longevity of the game in which it takes place. Game [[Expansion pack|expansions]] are usually stronger than previously existing content, giving consumers an incentive to buy it for competitions against other players or as new challenges for the single-player experience. While the average power level within the game rises, older content falls out of {{gli|balance}} and becomes regressively outdated or relatively underpowered, effectively rendering it useless from a competitive or challenge-seeking viewpoint.}}
{{Defn|The gradual unbalancing of a game due to successive releases of new content.<ref>{{cite web |title=League of Legends Nerfs Are Made to Control Power Creep Level | url=http://news.softpedia.com/news/League-of-Legends-Nerfs-Are-Made-to-Control-Power-Creep-Level-346343.shtml | publisher=Softpedia | date=April 18, 2013 | access-date=May 15, 2013 | author=Dobra, Andrei}}</ref> The phenomenon may be caused by a number of different factors and, in extreme cases, can be damaging to the longevity of the game in which it takes place. Game [[Expansion pack|expansions]] are usually stronger than previously existing content, giving consumers an incentive to buy it for competitions against other players or as new challenges for the single-player experience. While the average power level within the game rises, older content falls out of {{gli|balance}} and becomes regressively outdated or relatively underpowered, effectively rendering it useless from a competitive or challenge-seeking viewpoint.


Very occasionally may refer to the result of repeatedly balancing a game primarily through {{gli|buff|buffs}} and {{gli|nerf|nerfs}}, thus making every character substantially more powerful than they were at release. See also: [[planned obsolescence]].}}
{{Term|Power spike|content=power spike}}

{{Term|power spike}}
{{Defn|The 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.}}
{{Defn|The 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.}}


{{Term|Proc|content=proc}}
{{Term|p-rank}}
{{Defn|Often awarded in games for completing a level or challenge 'perfectly,' such as in the fastest time possible or by defeating an enemy without taking damage.}}
{{Defn|"Proc" and "proccing" is used to describe the activation or occurrence of a random gaming event. Particularly common for {{gli|massively multiplayer online game}}s, procs are random events where special armor or weapons 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''.<ref name="Proc">{{cite web | title=What is 'Proc' and 'Proccing'? | url=https://www.lifewire.com/what-is-proc-2483498 | publisher=Lifewire | date=March 15, 2017 | accessdate=July 28, 2017 }}</ref>}}

{{Term|pro}}
{{Defn|Shortened version of the word "professional". Someone with experience, skill, and especially know-how in a certain game.}}

{{Term|proc}}
{{Defn|The activation, trigger or occurrence of a conditional, often random, event. Particularly common for {{gli|massively multiplayer online game}}s, they are conditional 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''.<ref name="Proc">{{cite web | title=What is 'Proc' and 'Proccing'? | url=https://www.lifewire.com/what-is-proc-2483498 | publisher=Lifewire | date=March 15, 2017 | access-date=July 28, 2017 }}</ref>}}


{{Term|Procedural generation|content=[[procedural generation]]}}
{{Term|Procedural generation|content=[[procedural generation]]}}
{{Defn|When the game algorithmically combines randomly generated elements, particularly in game world creation.}}
{{Defn|When the game algorithmically combines randomly generated elements, particularly in {{gli|game world}} creation. {{crossref|selfref=no|See also {{gli|Roguelike}}.}}}}

{{Term|pro gamer move}}
{{Defn|A strategic and tactical move that shows that the player is familiar with or skilled in a game and its gameplay mechanics. Sometimes used outside of video games, and occasionally used in an ironic manner to describe a poorly planned move or failure.<ref>{{cite web | title=Pro Gamer Move – Meaning & origin of the meme | date=4 August 2020 | url=https://www.slanglang.net/pro-gamer-move/ | publisher=SlangLang | access-date=December 1, 2020 | archive-date=17 January 2021 | archive-url=https://web.archive.org/web/20210117154144/https://www.slanglang.net/pro-gamer-move/ | url-status=dead }}</ref>}}


<dt>professional gaming</dt><!--anchored at electronic sports-->
{{Term|professional gaming|noid=y}}<!--anchored at electronic sports-->
{{Defn|1={{crossref|selfref=no|See {{gli|electronic sports}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|electronic sports}}.}}}}


{{Term|Progression sytem|content=progression system}}
{{Term|progression system}}
{{Defn|The {{gli|game mechanics}} that determine how a player improves their {{gli|player-character}} over the course of a game or several games, such as gaining {{gli|experience point}}s to level up characters, performing tasks to gain new abilities, or part of a {{gli|metagame}} improvement.}}
{{Defn|The {{gli|game mechanics}} that determine how a player improves their {{gli|player-character}} over the course of a game or several games, such as gaining {{gli|experience point}}s to level up characters, performing tasks to gain new abilities, or part of a {{gli|metagame}} improvement.}}

{{Term|PT|content= PT}}
{{Defn|refers 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).}}

{{Term|Pub|content=pub{{Anchor|pub}}|id=pub}}
{{Defn|no=1|Short for {{gli|public lobby}}, as opposed to a private lobby.}}
{{Defn|no=2|Players who play in public lobbies ("pubbies").}}

{{Term|Public lobby|content=public lobby{{Anchor|public lobby}}|id=public lobby}}
{{Defn|A multiplayer lobby composed of random players found using in-game matchmaking tools.}}


{{Term|Publisher|content=[[Video game publisher|publisher]]}}
{{Term|Publisher|content=[[Video game publisher|publisher]]}}
{{Defn|The company that (in whole or in part) finances, distributes and markets the game. This is distinct from the {{gli|developer}}, though the publisher may own the developer.<ref name="Dille"/>}}
{{Defn|The company that (in whole or in part) finances, distributes and markets the game. This is distinct from the {{gli|developer}}, though the publisher may own the developer.<ref name="Dille" />}}

{{Term|Pick-Up Group|content=pick-up group (PUG)}}
{{Defn|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. Commonly used in [[MMORPG]]s.}}

{{Term|Pulling|content=pulling{{anchor|pull|pulls}}}}
{{Defn|no=1|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.}}
{{Defn|no=2|[[Gacha_game#Rolling/pulling|Gacha terminology]] that refers to spinning the wheel in hopes of obtaining a rare or high-quality item or character.}}

{{Term|[[puzzle video game]]}}
{{Defn|A broad genre of video games involving puzzle solving, often with abstract shapes.}}


<dt>PvE</dt><!--anchored at player versus environment-->
{{Term|PvE|noid=y}}<!--anchored at player versus environment-->
{{Defn|1={{crossref|selfref=no|See {{gli|player versus environment}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|player versus environment}}.}}}}


<dt>PvP</dt><!--anchored at player versus player-->
{{Term|PvP|noid=y}}<!--anchored at player versus player-->
{{Defn|1={{crossref|selfref=no|See {{gli|player versus player}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|player versus player}}.}}}}


{{Term|Pwned|content=Pwned{{Anchor|Pwned}}}}
{{Term|Pwn|content=pwn{{Anchor|Pwn}}}}
{{Defn|To dominate an opponent, usually another player.<ref>{{Cite book |url=https://www.degruyter.com/document/doi/10.1515/9783839440919/html |title=Digital Media and Textuality: From Creation to Archiving |p=57 |date=2017-12-31 |publisher=transcript Verlag |isbn=978-3-8394-4091-9 |editor-last=Maduro |editor-first=Daniela Côrtes |doi=10.1515/9783839440919}}</ref>}}
{{Defn|To dominate an opponent, usually another player. Intentional misspelling of "owned", derived from ''World of Warcraft'' culture.}}


{{Glossary end}}
{{Glossary end}}
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{{Glossary}}


{{Term|QA|content=QA{{anchor|qa|qA}}}}
<dt>QTE</dt><!--anchored at quick time event-->
{{Defn|1={{crossref|selfref=no|See {{gli|quality assurance}}.}}}}

{{Term|QQ}}
{{Defn|An emoji that looks like a pair of teary eyes. Used as a taunt that means "cry more".<ref>{{cite web|url=https://www.dictionary.com/e/slang/qq/|title=QQ - Meaning & Origin|website=[[Dictionary.com]]|access-date=August 1, 2022}}</ref> Originally referred to the shortcut Alt+Q+Q from ''[[Warcraft 2]]'', used as an insult telling players to activate the shortcut which would quit the game.<ref>{{cite web|url=https://www.inverse.com/gaming/qq-meaning-video-game-definition-meme-warcraft|title=How a video game shortcut became a brutal online insult|website=[[Inverse.com]]|date=21 June 2020 |access-date=August 8, 2023}}</ref> The phrase blew up so much, it made its way out of the ''Warcraft'' community and eventually evolved into "cry more".}}

{{Term|QTE|noid=y}}<!--anchored at quick time event-->
{{Defn|1={{crossref|selfref=no|See {{gli|quick time event}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|quick time event}}.}}}}

{{Term|quality assurance}}
{{Defn|[[Software quality assurance|Quality 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 {{gli|playtesting}}.}}

{{Term|quality of life|content=quality of life {{anchor|QoL}}(QoL)}}
{{Defn|Features or improvements designed to make games easier, smoother to play, or more accessible, without changing fundament aspects of the game's presentation, narrative, or gameplay.<ref>{{Cite web |last=Bramwell |first=Tom |date=2022-02-01 |title=Quality of life: small things making games better in 2022 |url=https://www.nme.com/features/gaming-features/quality-of-life-small-things-making-games-better-in-2022-3151108 |access-date=2023-08-25 |website=NME |language=en-GB}}</ref><ref>{{Cite web |last=Diaz |first=Ana |date=2023-05-17 |title=The best quality-of-life features in Zelda: Tears of the Kingdom |url=https://www.polygon.com/legend-zelda-tears-kingdom/23725856/zelda-tears-of-the-kingdom-quality-of-life-qol |access-date=2023-08-25 |website=Polygon |language=en-US}}</ref><ref>{{Cite web |last=Bailey |first=Dustin |date=2023-07-21 |title=Pikmin 4 has a quality-of-life feature that's so good every game should steal it |url=https://www.gamesradar.com/pikmin-4-has-a-quality-of-life-feature-thats-so-good-every-game-should-steal-it/ |access-date=2023-08-25 |website=gamesradar |language=en}}</ref>}}


{{Term|Quest|content=[[Quest (video gaming)|quest]]{{anchor|mission}}}}
{{Term|Quest|content=[[Quest (video gaming)|quest]]{{anchor|mission}}}}
{{Defn|Any objective-based activity created in-game for the purpose of either story or character-level advancement. 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.}}
{{Defn|Any 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.}}


{{Term|Quick time event|content=[[quick time event]] {{anchor|QTE}}(QTE)}}
{{Term|Quick time event|content=[[quick time event]] {{anchor|QTE}}(QTE)}}
{{Defn|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.<ref>{{cite web|url=http://www.gamasutra.com/view/feature/6240/full_reactive_eyes_entertainment_.php|title=Full Reactive Eyes Entertainment: Incorporating Quick Time Events into Gameplay | publisher=[[Gamasutra]]|first=Tim|last=Waters|date=February 8, 2011|accessdate=February 8, 2011}}</ref>}}
{{Defn|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.<ref>{{cite web|url=http://www.gamasutra.com/view/feature/6240/full_reactive_eyes_entertainment_.php|title=Full Reactive Eyes Entertainment: Incorporating Quick Time Events into Gameplay | website=[[Gamasutra]]|first=Tim|last=Waters|date=February 8, 2011|access-date=February 8, 2011}}</ref>}}


{{Term|Quicksave|content=quicksave{{anchor|quickload}}}}
{{Term|Quicksave|content=quicksave{{anchor|quickload}}}}
{{Defn|A mechanism in a video game where progress to or from a {{gli|saved game}} 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.}}
{{Defn|no=1|A mechanism in a video game where progress to or from a {{gli|saved game}} 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.}}
{{Defn|no=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.}}


{{Term|Quickscoping|content=quickscoping}}
{{Term|quickscoping}}
{{Defn|A technique in {{gli|first-person shooter}} video games used to kill an opponent by quickly {{gli|aiming down sights}} on a weapon and immediately shooting.}}
{{Defn|A technique in {{gli|first-person shooter}} video games used to attack a target by quickly {{gli|aiming down sights}} on a weapon and immediately shooting.}}
{{Glossary end}}
{{Glossary end}}


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{{Glossary}}


<dt>rack</dt><!--anchored at level-->
{{Term|rack|noid=y}}<!--anchored at level-->
{{Defn|1={{crossref|selfref=no|See {{gli|level}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|level}}.}}}}

{{Term|radar|content=radar{{anchor|Radar}}}}
{{Defn|A smaller version of the play area, typically displayed in the corner of a players screen used for navigating the {{gli|game world}}. May also display locations of friendly or enemy players. {{crossref|selfref=no|See also {{gli|Minimap.}}}}}}

{{Term|Ragdoll|content=[[Ragdoll physics|ragdoll]]{{anchor|ragdolling}}}}
{{Defn|{{ghat|Also '''ragdolling'''.}}A type of [[procedural animation]] used by [[physics engine]]s 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]].}}

{{Term|Rage game|content=rage}}
{{Defn|A genre designed to cause anger and frustration in the player, using unintuitive controls, unforeseeable obstacles, unfair challenges or taunting the player, often with the express stated purpose of causing the player to {{gli|rage quit}}. Completing a rage game is commonly seen as a measure of determination and resolve as much as skill.}}


{{Term|Rage quit|content=rage quit{{Anchor|Rage quit}}}}
{{Term|Rage quit|content=rage quit{{Anchor|Rage quit}}}}
{{Defn|Rage quitting is the act of quitting a game mid-progress instead of waiting for the game to end. Typically, this is associated with leaving in frustration, such as unpleasant communication with other players, being annoyed, or losing the game. However, the reasons can vary beyond frustration, such as being unable to play due to the way the game has progressed, bad sportsmanship, manipulating game statistics, or having network connection problems. There are also social implications of rage quitting, such as making other players rage quit. Certain games can penalize the player for leaving early.<ref name="Kotaku">Patricia Hernandez, 6/03/13, Why People Rage Quit Games, [https://kotaku.com/to-rage-quit-or-not-to-rage-quit-that-is-the-question-511072565], Kotaku</ref> Rage quitting is considered improper and rude, but can also be considered amusing by others when they are not negatively impacted by it themselves. {{crossref|selfref=no|Contrast with {{gli|drop-in, drop-out}}.}}}}
{{Defn|{{ghat|Also '''gamer rage'''.<ref>{{cite web |url=https://plarium.com/en/blog/deal-with-gamer-rage/ |title=5 simple steps to never rage quit again: dealing with game anger |date=19 June 2018 |website=[[Plarium]] |access-date=31 December 2018}}</ref>}}The act of quitting a game mid-progress instead of waiting for the game to end. Typically, this is associated with leaving in frustration, such as unpleasant communication with other players, being annoyed, or losing the game. However, the reasons can vary beyond frustration, such as being unable to play due to the way the game has progressed, bad sportsmanship, or manipulating game statistics. Apparent rage quits may occur due to a player's game crashing, or the player experiencing network connection problems. There are also social implications of rage quitting, such as making other players rage quit. Certain games can penalize the player for leaving early. Sometimes the player may damage or even destroy the device, console, or controller the game is being played on.<ref name="Kotaku">Patricia Hernandez, 6/03/13, [https://kotaku.com/to-rage-quit-or-not-to-rage-quit-that-is-the-question-511072565 Why People Rage Quit Games], Kotaku</ref> {{crossref|selfref=no|Contrast with {{gli|drop-in, drop-out}}.}}}}


{{Term|Raid|content=[[Raid (gaming)|raid]]}}
{{Term|Raid|content=[[Raid (gaming)|raid]]}}
{{Defn|A type of mission in a game where a number of people attempt to defeat either: (a) another number of people at [[Player Versus Player|player-vs-player]] (PVP), (b) a series of computer-controlled enemies (non-player characters; NPCs) in a [[Player Versus Environment|player-vs-environment]] (PVE) battlefield, or (c) [[Boss (video gaming)#Superboss|a very powerful boss]] (superboss).}}
{{Defn|A type of mission in which a very large number of players (larger than the normal team size set by the game) attempt to defeat a boss monster. Common in {{gli|massively multiplayer online role-playing game|MMORPGs}}.}}


{{Term|Random encounter|content=[[random encounter]]}}
{{Term|Random encounter|content=[[random encounter]]}}
{{Defn|A 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.}}
{{Defn|A 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.}}


{{Term|RDMing|content=RDMing}}
{{Term|RDM}}
{{Defn|Acronym for Random Death Match. Used in [[DarkRP]] to complain about unprovoked assault, and is usually against the rules {{crossref|selfref=no|See {{gli|deathmatch}}.}}}}
{{Defn|From the phrase '''R'''andom [[Deathmatch|'''D'''eath '''M'''atch]], RDMing refers to when a player kills someone (whether it be another player or NPC) who is not their target or for a non-strategic reason. The term stems from the idea that during a deathmatch players are expected to kill as many other players as possible, and when a player does it in another game mode, they are thus randomly playing a deathmatch game.}}


{{Term|Reactivity|content=reactivity}}
{{Term|reactivity}}
{{Defn|Refers to the manner in which a game world reacts to and is changed based on the player's choices. Examples include branching {{gli|dialogue tree}}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.<ref>{{cite web|last1=Lager|first1=Craig|title=Game Logic vs Choice & Consequence|url=https://www.rockpapershotgun.com/2011/11/21/game-logic-vs-choice-consequence/|website=Rock, Paper, Shotgun|accessdate=November 9, 2017|date=November 21, 2011}}</ref>}}
{{Defn|Refers to the manner in which a {{gli|game world}} reacts to and is changed by the player's choices. Examples include branching {{gli|dialogue tree}}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.<ref>{{cite news|last1=Lager|first1=Craig|title=Game Logic vs Choice & Consequence|url=https://www.rockpapershotgun.com/2011/11/21/game-logic-vs-choice-consequence/|website=Rock, Paper, Shotgun|access-date=November 9, 2017|date=November 21, 2011}}</ref>}}


{{Term|Real-time corruptor|content=real-time corruptor}}
{{Term|real-time corruptor}}
{{Defn|A type of ROM/ISO {{gli|corruptor}} 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. A game could look fine at start-up, but as data is distorted the game will eventually become unplayable or crash.}}
{{Defn|A type of ROM/ISO {{gli|corruptor}} 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.}}


{{Term|Real-time strategy|content=[[real-time strategy]] {{anchor|RTS}}(RTS)}}
{{Term|Real-time strategy|content=[[real-time strategy]] {{anchor|RTS}}(RTS)}}
{{Defn|A genre of video game where the player controls one or more units in real-time combat with human or computer opponents.}}
{{Defn|A genre of video game where the player controls one or more units in real-time combat with human or computer opponents.}}

{{Term|reboot}}
{{Defn|A "restart" of a video game series, usually applying big changes to characters, settings, gameplay, or the overall story, while still keeping identifiable elements of the original games.<ref name="reboot">{{cite web|title=Differences Between a Video Game Reboot vs Remake vs Remaster|url=https://www.online-tech-tips.com/gaming/differences-between-a-video-game-reboot-vs-remake-vs-remaster/|website=Online Tech Tips|author=Kayla Dube|access-date=August 2, 2022|date=December 7, 2020}}</ref> {{crossref|selfref=no|See also {{gli|remaster}} and {{gli|remake}}.}}}}

{{Term|Remake|content=[[Video_game_remake|remake]]{{anchor|re-make}}}}
{{Defn|A revamped version of an older game. Sharing many similarities to a {{gli|remaster}}, a remake may take more liberties with the changes made to the gameplay, graphics, and story.<ref name="remake">{{cite web|title=Game remakes vs remasters: what's the difference?|url=https://www.techradar.com/news/game-remakes-vs-remasters-whats-the-difference|website=[[TechRadar]]|author=Phil Hayton|access-date=August 2, 2022|date=January 24, 2020}}</ref><ref name="reboot"/> {{crossref|selfref=no|See also {{gli|remaster}} and {{gli|reboot}}, contrast with {{gli|demake}}.}}}}

{{Term|Remaster|content=[[Remaster#Video_games|remaster]]{{anchor|re-make}}}}
{{Defn|A modernized version of an older video game intended to run on modern hardware, often with upgraded graphics and gameplay, but retaining the fundamental gameplay concepts and core story elements of the original game.<ref name="remake"/><ref name="reboot"/> {{crossref|selfref=no|See also {{gli|reboot}} and {{gli|remaster}}.}}}}


{{Term|Remorting|content=[[remorting]]}}
{{Term|Remorting|content=[[remorting]]}}
{{Defn|Restarting a game with a new character from level 1 after having {{gli|maxed out}} a previous character.}}
{{Defn|{{ghat|Also '''rerolling'''}}Restarting a game with a new character from the lowest possible stats, after having {{gli|maxed out}} a previous character.}}

{{Term|remote play}}
{{Defn|Playing a game on an owned device remotely over the internet.}}


{{Term|Replay value|content=[[replay value]]{{anchor|replayability}}}}
{{Term|Replay value|content=[[replay value]]{{anchor|replayability}}}}
{{Defn|The ability to play the game again with reasonable enjoyment.}}
{{Defn|The ability to play a game again after its completion with reasonable enjoyment.}}


{{Term|Respawn|content=respawn}}
{{Term|respawn}}
{{Defn|The reappearance of an entity, such as a character or object, after its death or destruction.}}
{{Defn|The reappearance of an entity, such as a character or object, after its death or destruction.}}


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{{Term|Retrogaming|content=[[retrogaming]]{{anchor|old-school gaming}}}}
{{Term|Retrogaming|content=[[retrogaming]]{{anchor|old-school gaming}}}}
{{Defn|{{ghat|Also '''old-school gaming'''}}The playing or collecting of older personal computer, console, and arcade video games in contemporary times.}}
{{Defn|{{ghat|Also '''old-school gaming'''}}The playing or collecting of older personal computer, console, and arcade video games in contemporary times.}}

{{Term|Revamp|content=revamp}}
{{Defn|Renovation or improvement of a game's user interface, system stats, items, rules, etc.}}


{{Term|Review bomb|content=[[review bomb]]}}
{{Term|Review bomb|content=[[review bomb]]}}
{{Defn|Actions 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.}}
{{Defn|Actions 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.}}


{{Term|Revive|content=revive}}
{{Term|revive}}
{{Defn|The act of restoring a defeated character or entity to life that is not removed from play after their {{gli|health}} is gone; this is different from {{gli|respawning}}, which only occurs typically without outside intervention and when a character is removed from play after their health has been depleted.}}
{{Defn|The act of restoring a defeated character or entity to life that is not removed from play after their {{gli|health}} is gone; this is different from {{gli|respawning}}, which only occurs typically without outside intervention and when a character is removed from play after their health has been depleted. Another common synonym is "{{gli|rez}}".}}

{{Term|Rez/res|content=rez}}
{{Defn|A character's ability that allows them to perform a {{gli|revive}}, or a command to use the same. Abbreviation for resurrect.}}


{{Term|Rhythm game|content=[[rhythm game]]}}
{{Term|Rhythm game|content=[[rhythm game]]}}
{{Defn|A genre of video game requiring the player to perform actions in time to the game's music.}}
{{Defn|A genre of video game requiring the player to perform actions in time to the game's music.}}

{{Term|RNG|content=RNG}}
{{Defn|Initialism of [[random number generation]], which refers to computational methods that produce random (or, more accurately in most cases, [[pseudo-random]]) variability. In video games, this refers to gameplay elements that have unpredictable outcomes determined by such methods. Examples of such elements include {{gli|random encounter|random encounters}}, loot drops, and NPC behavior.}}

{{Term|rngesus}}
{{Defn|Personification of {{gli|RNG}}, 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.}}


{{Term|Rocket jumping|content=[[rocket jumping]]}}
{{Term|Rocket jumping|content=[[rocket jumping]]}}
{{Defn|{{ghat|Also '''grenade jumping'''.}}A tactic used in certain games that include physics simulation and rocket launchers or explosives. The player aims their weapon at or near their {{gli|player-character}}'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.}}
{{Defn|{{ghat|Also '''grenade jumping'''.}}A tactic used in certain games that include physics simulation and rocket launchers or explosives. The player aims their weapon at or near their {{gli|player-character}}'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.<ref>{{cite book|url=https://books.google.com/books?id=5Ng5DwAAQBAJ&pg=PT44|title=Speedrunning: Interviews with the Quickest Gamers|series=Studies in Gaming|last=Snyder|first=David|publisher=[[McFarland & Company]]|date=2017|access-date=2022-02-19|pages=36–37|isbn=978-1-4766-3076-2}}</ref>}}


{{Term|Roguelike|content=[[Roguelike]]{{Anchor|roguelike|Rogue-like|rogue-like}}|id=Roguelike}}
{{Term|Roguelike|content=[[roguelike]]{{Anchor|roguelike|Rogue-like|rogue-like}}|id=Roguelike}}
{{Defn|A sub-genre of games primarily featuring {{gli|procedural generation|procedurally-generated}} levels, tile-based movement, {{gli|turn-based game|turn-based action}}, complex maps to explore, resource management, and {{gli|permadeath|permanent death}}. Games that lack some of those elements are usually better termed {{gli|dungeon crawl|dungeon crawlers}}, 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 {{gli|overworld}} 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 (video game)|Rogue]]''.}}
{{Defn|A sub-genre of games primarily featuring {{gli|procedural generation|procedurally-generated}} levels, tile-based movement, {{gli|turn-based game|turn-based action}}, complex maps to explore, resource management, and {{gli|permadeath|permanent death}}. Games that lack some of those elements are usually better termed {{gli|dungeon crawl|dungeon crawlers}}, 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 {{gli|overworld}} 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 (video game)|Rogue]]''.}}


{{Term|Roguelite|content=[[Roguelite]]{{Anchor|roguelite}}|id=Roguelite}}
{{Term|Roguelite|content=[[roguelite]]{{Anchor|roguelite}}|id=Roguelite}}
{{Defn|Games that have some, but not all, features of Roguelike games. Often the feature removed will be {{gli|permadeath}}. 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.}}
{{Defn|Games 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.}}
{{Term|role-playing|content=[[role-playing]] (RP)}}
{{Defn|A broad set of behaviours within video games where players change their behaviour to assume a role. Not exclusive to {{gli|role-playing video game}}s.

Roleplaying may be as simple as a player acting to fit a [[medieval]] setting; as detailed as a player detailing their character's backstory, personal life, and mannerisms; or as complex as a [[MilSim]] game's clans having scheduled trainings, realistically long mission times, and military-like ranks and organization.}}


{{Term|Role-playing video game|content=[[role-playing video game]] (RPG)}}
{{Term|Role-playing video game|content=[[role-playing video game]] (RPG)}}
{{Defn|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 {{gli|theorycraft|theorycrafting}} is involved in creating the best possible form of each of these character classes.
{{Defn|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 {{gli|theorycraft|theorycrafting}} is involved in creating the best possible form of each of these character classes.

<p>This is different from games such as {{gli|first-person shooter}}s (FPS), wherein the {{gli|player-character}} 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.</p>}}
This is different from games such as {{gli|first-person shooter}}s (FPS), where the {{gli|player-character}} 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.}}

{{Term|rolling the score}}
{{Defn|The act of achieving such a high score that the game's ability to display the score restarts, displays a negative number, or is otherwise unable to accurately display the score. Originates from early games that had limitations on the number that could be displayed as a score, such as pinball with a limited number of analog or digital number places, or video game systems with limited numbers of bytes. If a player's score exceeded that limit, it would cause an [[integer overflow]], causing the display to 'roll over' and start again at the minimum possible score, or sometimes a negative number in 8-bit video games.}}


{{Term|ROM hacking|content=[[ROM hacking]]|id=ROM hacking}}
{{Term|ROM hacking|content=[[ROM hacking]]|id=ROM hacking}}
{{Defn|The 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.}}
{{Defn|The 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 make an old game more fresh, as a creative outlet, or to create entirely new experiences using the old game as a base "engine".}}

{{Term|room}}
{{Defn|no=1|A small, open area in a {{gli|map}}, typically self-contained, surrounded by walls and connected to adjacent rooms by doors. In many cases, specific types of {{gli|entity|entities}} such as enemies cannot travel between rooms, while the player can. Rooms are often used to reduce {{gli|lag}} by only loading the entities in the player's current room, ‘pausing’ all other rooms.}}
{{Defn|no=2|In {{gli|adventure game}}s, any discrete exterior or interior area in a map connected to other areas by exits.<ref>{{cite book |title=Twisty Little Passages: An Approach to Interactive Fiction |last=Montfort |first=Nick |authorlink=Nick Montfort |chapter=The Pleasure of the Text Adventure |page=18 |publisher=[[MIT Press]] |location=Cambridge, Massachusetts |date=2003 |isbn=0-262-13436-5 }}</ref> [[Interactive fiction|Text adventure]] {{gli|game world}}s usually consist of interconnected rooms navigated by [[compass direction]]s with variations such as up, down, enter and exit.<ref>{{cite book |title= Compute!'s Guide to Adventure Games |page=145 |chapter=Doing Your Own |publisher=[[Compute! Books]] |last=McGath |first=Gary |location=Greensboro, North Carolina |date=1984 |isbn=0-942386-67-1 }}</ref> In text-and-graphic adventure games, illustrations accompany the rooms' text descriptions.<ref>{{cite book |title=Adventure Games for the Amstrad CPC 464 |chapter=Once Upon a Time... |page=6 |last=Bradbury |first=A.J. |location=London |publisher=[[William Collins, Sons]] |date=1985 |isbn=0-00-383078-0 }}</ref> [[Adventure game#Point-and-click adventure games|Point-and-click adventure games]] feature illustrated rooms which the player can interact with using the [[Cursor (user interface)#Pointer|pointer]].<ref>{{cite book |title=Creating Adventure Games for Teens |chapter=Point-and-Click Adventures |page=278 |last=Darby |first=Jason |location=Boston, MA |publisher=[[Course Technology]] |date=2013 |isbn=978-1-133-72802-3 }}</ref>}}


{{Term|Room-over-room|content=room-over-room{{Anchor|Room-over-room}}}}
{{Term|Room-over-room|content=room-over-room{{Anchor|Room-over-room}}}}
{{Defn|In video-game environments, the placement of a room directly above another room. This was impossible to achieve with the [[Doom engine|''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|''Quake'' engine]], room-over-room became an easy effect to accomplish.}}
{{Defn|The placement of a {{gli|room}} directly above another room. This was impossible to achieve with the [[Doom engine|''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|''Quake'' engine]], room-over-room became an easy effect to accomplish.}}


<dt>round</dt><!--anchored at level-->
{{Term|round|noid=y}}<!--anchored at level-->
{{Defn|1={{crossref|selfref=no|See {{gli|level}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|level}}.}}}}


{{Term|RPG|content=RPG{{Anchor|rpg}}|id=RPG}}
{{Term|RPG|content=RPG{{Anchor|rpg}}|id=RPG}}
{{Defn|no=1|Abbreviation of {{gli|role-playing video game|role-playing game}}.}}
{{Defn|no=1|Abbreviation of {{gli|role-playing video game|role-playing game}}.}}
{{Defn|no=2|In military games, a [[rocket-propelled grenade]].}}
{{Defn|no=2|In shooter games, a [[rocket-propelled grenade]].}}


<dt>RTS</dt><!--anchored at real-time strategy-->
{{Term|RTS|noid=y}}<!--anchored at real-time strategy-->
{{Defn|1={{crossref|selfref=no|See {{gli|real-time strategy}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|real-time strategy}}.}}}}


{{Term|Rubber banding|content=rubber banding}}
{{Term|rubber banding}}
{{Defn|no=1|A game mechanic resulting from {{gli|dynamic game difficulty balancing}} that alters the rules of the game to keep the game competitive and fun. It is most notable in [[racing game]]s 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 unstated handicaps for losing players to stay competitive.<ref>{{cite web|url=http://www.gamasutra.com/blogs/NikhilBirla/20150302/237696/The_value_of_Rubber_Banding_An_engagement_driver.php|title=The value of 'Rubber Banding' (An engagement driver)|date=March 2, 2015|accessdate=November 23, 2015|work=[[Gamasutra]]|first=Nikhil|last=Birla}}</ref>{{Unreliable source?|sure=yes|reason=Source is a blog.|date=December 2017}}}}
{{Defn|no=1|A game mechanic resulting from {{gli|dynamic game difficulty balancing}} that alters the rules of the game to keep the game competitive and fun. Most notable in [[racing game]]s, 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|date=February 2020}}}}
{{Defn|no=2|The result of network latency during a multiplayer game; when the player's location is updated client-side, but the server does not immediately register the change, a player's character may 'bounce' to the appropriate location when the client and server finally synchronize. {{crossref|selfref=no|See {{gli|lag}}.}}}}
{{Defn|no=2|The result of network latency during a multiplayer game; when the player's location is updated client-side, but the server does not immediately register the change, a player's character may 'bounce' to the appropriate location when the client and server finally synchronize. {{crossref|selfref=no|See {{gli|lag}}.}}}}


{{Term|Rush|content=rush}}
{{Term|rush}}
{{Defn|A 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 warfare|attrition]] or [[Force concentration|sheer numbers]].{{citation needed|date=January 2018}}}}
{{Defn|A 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 warfare|attrition]] or [[Force concentration|sheer numbers]].{{citation needed|date=January 2018}} Can also be used to refer to a quick "rush" onto an objective or point, with the intention to overwhelm by surprise or speed.}}
{{Glossary end}}
{{Glossary end}}


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{{Glossary}}
{{Glossary}}


{{Term|S Rank}}
{{Term|Sandbox game|content=sandbox game{{Anchor|Sandbox game}}}}
{{Defn|An achievement awarded to a player in a single level, song, round, or stage by finishing them without "Miss" or any mistakes, or taking damage, or for getting the highest scores or percentage cleared (usually above 90% or 98%).
{{Defn|A game in which the player has been freed from traditional video game structure and direction, and instead chooses what, when, and how they want to approach the available content. The term alludes to a child's [[sandpit|sandbox]] without rules, with play based on open-ended choice. While some sandbox games may include building and creative activities, they are not required. Sandbox games generally employ an {{gli|open world}} setting to facilitate the player's freedom of choice.}}


The term can mean a high rating level or a rarity of an item or character within the confines of the game (as valuated by the developer), but it is also used by players in tier lists to refer to the top of the video game {{gli|meta}}.}}
{{Term|Save point|content=save point{{anchor|savepoint|checkpoint|check point}}}}
{{Defn|{{ghat|Also '''check point'''.}}
A place in the game world of a video game where a game save can be made. Some games do not have specific save points, allowing the player to save at any point.}}


{{Term|Save scumming|content=save scumming}}
{{Term|Sandbox game|content=[[sandbox game]]{{Anchor|Sandbox game}}}}
{{Defn|A 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-game|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 [[sandpit|sandbox]] where the child can create and destroy with no given objective. While '{{gli|open world}}' 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.}}
{{Defn|The manipulation of game save states to gain an advantage during play or achieve a particular outcome out of unpredictable events.<ref>{{cite web|url=https://www.rockpapershotgun.com/2015/03/01/confessions-of-a-save-scummer/|title=Confessions Of A Save Scummer|last=Smith|first=Graham|work=[[Rock Paper Shotgun]]|date=March 1, 2015|accessdate=February 11, 2016}}</ref> It is used, for example, in {{gli|Roguelike}} games that automatically delete any save files when the player-character dies.}}

{{Term|Save point|content=save point{{anchor|savepoint}}}}
{{Defn|A place in the {{gli|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.}}

{{Term|Save scumming|content=[[save scumming]]}}
{{Defn|The manipulation of game save states to gain an advantage during play or achieve a particular outcome from unpredictable events.<ref>{{cite news|url=https://www.rockpapershotgun.com/2015/03/01/confessions-of-a-save-scummer/|title=Confessions Of A Save Scummer|last=Smith|first=Graham|work=[[Rock Paper Shotgun]]|date=March 1, 2015|access-date=February 11, 2016}}</ref> It is used, for example, in {{gli|Roguelike}} games that automatically delete any save files when the player-character dies or in games that use an RNG system to calculate bonuses or item drops in order to achieve an optimal outcome.}}


{{Term|Saved game|content=[[saved game]]{{anchor|saved game|game save|savefile|savegame|save}}}}
{{Term|Saved game|content=[[saved game]]{{anchor|saved game|game save|savefile|savegame|save}}}}
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{{Defn|A 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.}}
{{Defn|A 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.}}


{{Term|Screen cheat|content=screen cheat}}
{{Term|screen cheat}}
{{Defn|The act of looking at other players' areas of the screen when playing {{gli|split-screen multiplayer}}, giving the screen cheater an unfair advantage.{{citation needed|date=January 2018}} }}
{{Defn|The act of looking at other players' areas of the screen when playing {{gli|split-screen multiplayer}}, giving the screen cheater an unfair advantage. The 2014 game ''[[Screencheat]]'' derives both its name and core gameplay from this act. }}


{{Term|Score attack|content=[[score attack]]}}
{{Term|Score attack|content=[[score attack]]}}
{{Defn|A mode of gameplay that challenges the player to earn the highest score possible in a game level or through the whole game.}}
{{Defn|A mode of gameplay that challenges the player to earn the highest score possible in a game level or through the whole game.}}


{{Term|Season|content=season}}
{{Term|scuffed}}
{{Defn|Poor quality.}}

{{Term|season}}
{{Defn|no=1|The full set of {{gli|downloadable content}} that is planned to be added to a video game, which can be entirely purchased with a {{gli|season pass}}}}
{{Defn|no=1|The full set of {{gli|downloadable content}} that is planned to be added to a video game, which can be entirely purchased with a {{gli|season pass}}}}
{{Defn|no=2|A finite period of time in [[Massively multiplayer online game|massively multiplayer]] [[online game|online games]] in which new content, such as themes, rules, modes, et cetera, becomes available, sometimes replacing prior time-limited content. Notable games that use this "season" system include ''[[Star Wars: Battlefront II (2017 video game)|Star Wars: Battlefront II]]'' (2017) and ''[[Fortnite]] [[Fortnite: Battle Royale|Battle Royale]]''.}}
{{Defn|no=2|A finite period of time in a {{gli|massively multiplayer online game}} 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 (2017 video game)|Star Wars: Battlefront II]]'' and ''[[Fortnite Battle Royale]]''.}}


{{Term|Season pass|content=[[Season pass (video gaming)|season pass]]}}
{{Term|Season pass|content=[[Season pass (video gaming)|season pass]]}}
{{Defn|A purchase made in addition to the cost of the base game that generally enables the purchaser access to all {{gli|downloadable content}} that is planned for that title without further cost.}}
{{Defn|A purchase made in addition to the cost of the base game that generally enables the purchaser access to all {{gli|downloadable content}} that is planned for that title without further cost.}}

{{Term|second-party developer}}
{{Defn|A 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 {{gli|first-party developer|first-party developers}}. Games developed by second-party developers are often called 'second-party games.'}}


{{Term|Secret character|content=[[secret character (video games)|secret character]]}}
{{Term|Secret character|content=[[secret character (video games)|secret character]]}}
{{Defn|A {{gli|Player character|player character}} that is only available to the player after meeting some sort of requirement; such as beating the game, completing optional challenges, inputting {{gli|cheat|cheat codes}} 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 {{gli|non-player character|NPCs}}.{{citation needed|date=February 2018}}}}
{{Defn|A {{gli|Player character|player character}} that is only available to the player after meeting some sort of requirement; such as beating the game, completing optional challenges, entering {{gli|cheat|cheat codes}} 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 {{gli|non-player character|NPCs}}.{{citation needed|date=February 2018}}}}


{{Term|Secret level|content=[[secret level]]}}
{{Term|Secret level|content=[[secret level]]}}
{{Defn|A game level that is only accessible to the player by completing specific tasks within the game; these tasks are rarely described in detail to the player, if at all, and are often only found through exploration and trial and error, or even by hacking, if the level was not intended to be in the game, but is still present in the game's code. {{crossref|selfref=no|Compare with {{gli|bonus stage}}.}}}}
{{Defn|A game level that is only accessible to the player by completing specific tasks within the game; these tasks are rarely described in detail to the player, if at all, and are often only found through exploration and trial and error, or even by hacking, if the level was not intended to be in the game, but is still present in the game's code. {{crossref|selfref=no|Compare with {{gli|bonus stage}}.}}}}


{{Term|Shooter|content=[[shooter game|shooter]]{{anchor|Shooter|shoot 'em up|shooter game}}}}
{{Term|Sequence breaking|content=[[sequence breaking]]{{anchor|savepoint|checkpoint|check point}}}}
{{Defn|Manipulating a game to carry out events out of their intended order. Sequence breaking can be used to {{gli|speedrun}} 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.}}
{{Defn|{{ghat|Also '''shoot 'em up'''.}}A genre of video game that involves using ranged weapons.<ref name="Oxford"/> {{crossref|selfref=no|See also {{gli|first-person shooter}}.}}}}

{{Term|Shoot 'em Up|shoot 'em up (SHMUP)}}
{{Defn|A sub-genre of the {{gli|Shooter|shooter}} genre, where a single, usually mobile character has to shoot at enemies while all of the enemies attacking or moving toward it. The player character will typically have no allies, is extremely fragile, has little non-hazardous terrain to deal with, lacks any reload time for their basic weapon, and will gain power-ups to improve their abilities. Strongly associated with spaceships, but other player characters may be used. Sometimes conflated with shooters in general. {{crossref|selfref=no|Contains the {{gli|Bullet hell|bullet hell}} sub-genre}}}}

{{Term|Shooter|content=[[shooter game|shooter]]}}
{{Defn|A genre of video game that involves using ranged weapons.<ref name="Oxford" /> {{crossref|selfref=no|See also {{gli|first-person shooter}}.}}}}


{{Term|Shovelware|content=[[shovelware]]}}
{{Term|Shovelware|content=[[shovelware]]}}
{{Defn|A widely-[[license]]d video game released in large volume with little attention to quality.}}
{{Defn|A widely-[[license]]d video game released in large volume with little attention to quality.}}


{{Term|Shoulder button|content=[[shoulder button]]}}
<dt>show mode</dt><!--anchored at attract mode-->
{{Defn|A 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.}}

{{Term|show mode|noid=y}}<!--anchored at attract mode-->
{{Defn|1={{crossref|selfref=no|See {{gli|attract mode}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|attract mode}}.}}}}

{{term|Side-scrolling video game|content=side-scrolling video game{{anchor|sidescroller|side-scroller}}}}
{{Defn|{{ghat|Also '''side-scroller'''.}}A game in which the action is viewed from a side-view camera angle and the screen follows the player as they move.}}


{{Term|Side quest|content=[[side quest]]{{anchor|sidequest|Sidequest}}}}
{{Term|Side quest|content=[[side quest]]{{anchor|sidequest|Sidequest}}}}
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{{Term|Simulation game|content=[[simulation video game]] {{anchor|sim}}(sim)}}
{{Term|Simulation game|content=[[simulation video game]] {{anchor|sim}}(sim)}}
{{Defn|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 game]]s, while exclusive definitions generally focus on [[city-building games]], [[vehicle simulation game]]s, or both.<ref>{{cite web|url=https://arstechnica.com/gaming/2011/06/history-of-sim-games-part-1/|title=From SimCity to Real Girlfriend: 20 years of sim games|last=Moss|first=Richard|work=[[Ars Technica]]|date=June 20, 2011|accessdate=April 20, 2016}}</ref>}}
{{Defn|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 game]]s, while exclusive definitions generally focus on [[city-building games]], [[vehicle simulation game]]s, or both.<ref>{{cite web|url=https://arstechnica.com/gaming/2011/06/history-of-sim-games-part-1/|title=From SimCity to Real Girlfriend: 20 years of sim games|last=Moss|first=Richard|work=[[Ars Technica]]|date=June 20, 2011|access-date=April 20, 2016}}</ref>}}

{{Term|simcade}}
{{Defn|A term for a simulator that combines its serious elements with the fun factor of an arcade video game.<ref>{{Cite web|url=https://virtualracingschool.com/academy/iracing-career-guide/before-you-get-started/arcade-vs-simcade-vs-simulators/|title=1.2: Arcade vs. simcade vs. simulators|first=Jaap|last=Grolleman|date=July 2, 2016}}</ref> Often used as a derogatory term by opponents of certain videogames.}}


{{Term|Single-player|content=[[single-player video game|single-player]]}}
{{Term|Single-player|content=[[single-player video game|single-player]]}}
{{Defn|A game that can only have one player at a time. {{crossref|selfref=no|Compare with {{gli|multiplayer}}.}}}}
{{Defn|A game that can only have one player at a time. {{crossref|selfref=no|Compare with {{gli|multiplayer}}.}}}}

{{Term|sistering}}
{{Defn|The 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.}}


{{Term|Skill tree|content=skill tree{{Anchor|Skill tree}}}}
{{Term|Skill tree|content=skill tree{{Anchor|Skill tree}}}}
{{Defn|[[File:SkillTree.png|thumb|150px|A simplified example of a skill tree structure, in this case for the usage of firearms.]]}}
{{Defn|[[File:SkillTree.png|thumb|150px|A simplified example of a skill tree structure, in this case for the usage of firearms]]}}
{{Defn|A character-development gaming mechanic typically seen in {{gli|role-playing video game|role-playing games}}. A skill tree consists of a series of skills (sometimes known as {{gli|perks}}) which can be earned as the player [[levels up]] or otherwise progresses their {{gli|player-character}}. These skills grant {{gli|gameplay}} benefits; for example, giving the character the ability to perform a new action, or giving a boost to one of the character's stats.<ref name="auto">{{cite web|title=Let's Spec Into Talent Trees: A Primer for Game Designers|url=http://gamedevelopment.tutsplus.com/articles/lets-spec-into-talent-trees-a-primer-for-game-designers--gamedev-6691|website=Game Development at Tutsplus|accessdate=October 29, 2014}}</ref>
{{Defn|A character-development gaming mechanic typically seen in {{gli|role-playing video game|role-playing games}}. A skill tree consists of a series of skills (sometimes known as {{gli|perks}}) which can be earned as the player {{gli|level|levels up}} or otherwise progresses their {{gli|player-character}}. These skills grant {{gli|gameplay}} benefits; for example, giving the character the ability to perform a new action, or giving a boost to one of the character's stats.<ref name="auto">{{cite web|title=Let's Spec Into Talent Trees: A Primer for Game Designers|url=http://gamedevelopment.tutsplus.com/articles/lets-spec-into-talent-trees-a-primer-for-game-designers--gamedev-6691|website=Game Development at Tutsplus|date=16 April 2013 |access-date=October 29, 2014}}</ref>
<p>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 {{gli|balance|balancing}} 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.<ref name="auto"/></p>
<p>The action roleplaying game ''[[Diablo II]]'', released in 2000, is often cited as the true innovator of in-depth skill trees.<ref name="auto"/></p>}}


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 {{gli|balance|balancing}} 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.<ref name="auto" />
{{Term|Skin|content=skin}}

{{Defn|A customization option for a player's in-game avatar or equipment that changes its appearance. Skins are featured as part of {{gli|metagame}} 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 allows players to use skins to display rare achievements or high skill level.}}
The action roleplaying game ''[[Diablo II]]'', released in 2000, is often cited as the true innovator of in-depth skill trees.<ref name="auto" />}}

{{Term|Skin|content=skin{{Anchor|Skin}}}}
{{Defn|A customization option for a player's in-game {{gli|avatar}} or equipment that changes its appearance. Skins are featured as part of {{gli|metagame}} 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.}}


{{Term|Skirmish mode|content=skirmish mode{{Anchor|Skirmish mode}}}}
{{Term|Skirmish mode|content=skirmish mode{{Anchor|Skirmish mode}}}}
{{Defn| A game mode in which players can fight immediate battles without having to go through the linear, story-based {{gli|campaign mode}}. It is popular in {{gli|real-time strategy}} games.<ref>{{cite web|url=http://www.rockpapershotgun.com/2012/02/24/idle-musing-the-joy-of-unwinnable-skirmishes/|title=Idle Musing: The Joy Of Unwinnable Skirmishes|last=Rossignol|first=Jim|work=[[Rock Paper Shotgun]]|date=February 24, 2012|accessdate=December 23, 2015}}</ref>}}
{{Defn| A game mode in which players can fight immediate battles without having to go through the linear, story-based {{gli|campaign mode}}. It is popular in {{gli|real-time strategy}} games.<ref>{{cite news|url=http://www.rockpapershotgun.com/2012/02/24/idle-musing-the-joy-of-unwinnable-skirmishes/|title=Idle Musing: The Joy Of Unwinnable Skirmishes|last=Rossignol|first=Jim|work=[[Rock Paper Shotgun]]|date=February 24, 2012|access-date=December 23, 2015}}</ref>}}

{{term|SMP}}
{{Defn|See {{crossref|selfref=no|{{gli|survival multiplayer}}.}}}}


{{Term|Smurf|content=smurf{{Anchor|Smurf|Smurfing}}}}
{{Term|Smurf|content=smurf{{Anchor|Smurf|Smurfing}}}}
{{Defn|In online multiplayer games that use matchmaking, a smurf is when an experienced player creates a new account to appear new and inexperienced, so they are matched and defeat players who are actually both. The concept is similar to [[hustling]] and [[Glossary of cue sports terms#sandbag|sandbagging]] that can be found in gambling and board games.<ref>{{cite web|author=Daniel Friedman |url=http://www.polygon.com/2016/3/17/11244620/league-of-legends-level-30 |title=League of Legends' biggest change in years is for the better |publisher=Polygon |date=March 17, 2016 |accessdate=May 24, 2016}}</ref><ref>{{Cite web|url=https://www.vg247.com/2017/04/12/overwatch-jeff-kaplan-does-not-much-care-for-your-hate-of-smurfing/|title=Overwatch: Jeff Kaplan does not much care for your hate of smurfing|first=Sharif|last=Saed|date=April 12, 2017|accessdate=April 12, 2017|work=[[VG247]]}}</ref> {{crossref|selfref=no|See also {{gli|twinking}}.}}}}
{{Defn|In online multiplayer games that use {{gli|matchmaking}}, a new or much lower-ranked account used by an experienced player in order to be matched with a new and inexperienced opponent who can be easily defeated. The concept is similar to [[hustling]] and [[Glossary of cue sports terms#sandbag|sandbagging]] that can be found in gambling and board games.<ref>{{cite web|author=Daniel Friedman |url=http://www.polygon.com/2016/3/17/11244620/league-of-legends-level-30 |title=League of Legends' biggest change in years is for the better |website=Polygon |date=March 17, 2016 |access-date=May 24, 2016}}</ref><ref>{{cite web|url=https://www.vg247.com/2017/04/12/overwatch-jeff-kaplan-does-not-much-care-for-your-hate-of-smurfing/|title=Overwatch: Jeff Kaplan does not much care for your hate of smurfing|first=Sharif|last=Saed|date=April 12, 2017|access-date=April 12, 2017|work=[[VG247]]}}</ref> {{crossref|selfref=no|See also {{gli|twinking}}.}}}}


{{Term|snowballing}}
{{Term|Softlock|content=[[Speedrun#Softlocks|softlock]]}}
{{Defn|A situation where a player or faction is able to leverage a small advantage into a larger and larger advantage. An example of a [[snowball effect]].<ref>{{cite web |last1=Jamieson |first1=Darran |title=The Snowball Effect (And How to Avoid It) in Game Design |url=https://code.tutsplus.com/the-snowball-effect-and-how-to-avoid-it-in-game-design--cms-21892a |website=Code Envato Tuts+ |access-date=20 July 2024 |language=en |date=9 August 2014}}</ref><ref>{{cite web |last1=Gies |first1=Arthur |title=Titanfall 2 review |url=https://www.polygon.com/2016/10/24/13377822/titanfall-2-review-xbox-one-PC-ps4-playstation-4 |website=Polygon |access-date=20 July 2024 |date=24 October 2016 |quote=This has the effect of making lopsided matches even more so – if one team has just a couple more titans than the other, it frequently leads to snowballing matches that spiral out of control.}}</ref>}}
{{Defn|A situation where further progress in a game becomes impossible, but the game itself doesn't crash (or hard lock). Softlocks can occur as the result of glitches in gameplay, the use of {{gli|corruptor}}s, {{gli|sequence break}}ing, or as a result of poor game design}}

{{Term|Softlock|content=[[Unwinnable|softlock]]}}
{{Defn|A situation where further progress in a game becomes impossible, but the game itself does not crash (or hard lock). An example of a [[no-win situation]], softlocks can occur as the result of glitches in gameplay, the use of {{gli|corruptor}}s, {{gli|sequence breaking}}, or as a result of poor game design.}}


{{Term|Sound test|content=[[sound test]]}}
{{Term|Sound test|content=[[sound test]]}}
{{Defn|A page or option in which the game makes noise to confirm that the player's audio equipment is working and at a good volume.}}
{{Defn|A page or option in which the game makes noise to confirm that the player's audio equipment is working and at a good volume. Usually known for containing the soundtrack and sound effects of a video game, with the ability to freely listen to them being a secondary function.}}


{{Term|spawn|content=[[Spawning (video gaming)|spawn]]}} {{anchor|spawning}}
{{term|Soulsborne|content=[[Soulslike|Soulsborne]]}}
{{Defn|A {{gli|soulslike}} game developed by [[FromSoftware]], a portmanteau of ''Dark Souls'' and ''Bloodborne''.}}
{{Defn|The place where a character or item is placed in the game world. Also see {{gli|respawning}}.}}


{{term|Soulslike|content=[[Soulslike]]}}
<dt>spawn camping</dt><!--anchored at camping-->
{{Defn|A 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.}}

{{Term|spamming|content=spamming{{anchor|Spamming}}}}
{{Defn|Repeated use of the same item or action (e.g. chat message, combo, weapon). Often used generally to describe such repeated uses, but sometimes used pejoratively when the item or action is considered overpowered or annoying, such as an overreliance on [[rocket launchers]] in shooter games.}}

{{Term|spawn|content=[[Spawning (video gaming)|spawn]]{{anchor|spawning|spawn point}}}}
{{Defn|The place where a character or item is placed in the {{gli|game world}}. ''Also see {{gli|respawn}}''.}}

{{Term|spawn camping|noid=y}}<!--anchored at camping-->
{{Defn|1={{crossref|selfref=no|See {{gli|camping}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|camping}}.}}}}


{{Term|spawn killing}}
{{Term|Specialization|content=specialization}}
{{Defn|In {{gli|PvP}} games, the act of killing other players in their {{gli|spawn}}, often immediately after they have spawned. Usually looked down upon as unfair for not giving opposing players a chance, though some gamers defend it as a legitimate strategy. Many games have features to prevent spawn killing, such as temporary {{gli|invincibility}} or barriers preventing enemies from entering or attacking in spawns. A component of, but not entirely the same as, {{gli|spawn camping}}.}}
{{Defn|A means of selecting certain options for a player-character, a weapon, a vehicle, or other in-game item during the course of a game for a specific function, as opposed to selecting a specific character class at the start of the game. Such specialization allows that entity to have access to unique skills or options for that type while denying them access to other options. Some games allow players to {{gli|respec|re-specialize}} past choices for some in-game cost and pursue a different specialization.}}

{{Term|spectator mode}}
{{Defn|no=1|A game mode that allows a player to view the world without restrictions, but without being able to interact with the {{gli|game world}} in any way.}}
{{Defn|no=2|A game mode that allows a player to view the world from another player's perspective.}}

{{Term|specialization}}
{{Defn|A means of selecting certain options—such as a character, weapon, vehicle, or other in-game item—during the course of a game for a specific function, as opposed to selecting a specific character class at the start of the game. Such specialization allows that entity to have access to unique skills or options for that type while denying them access to other options. Some games allow players to {{gli|respec|re-specialize}} past choices for some in-game cost and pursue a different specialization. {{crossref|selfref=no|See also {{gli|theorycraft}}.}}}}

{{Term|specs}}
{{Defn|Short for specifications, used to describe the details of a player's stats, gear, or build.}}


{{Term|Speedrun|content=[[speedrun]]}}
{{Term|Speedrun|content=[[speedrun]]}}
{{Defn| An 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.<ref>{{cite web|url=http://www.pcgamer.com/in-praise-of-the-speedrun-14-impeccable-playthroughs/#page-1|title=In praise of the speedrun: 14 impeccable playthroughs|last=Prescott|first=Shaun|work=[[PC Gamer]]|date=April 23, 2015|accessdate=December 24, 2015}}</ref>}}
{{Defn|An 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.<ref>{{cite web|url=http://www.pcgamer.com/in-praise-of-the-speedrun-14-impeccable-playthroughs/#page-1|title=In praise of the speedrun: 14 impeccable playthroughs|last=Prescott|first=Shaun|work=[[PC Gamer]]|date=April 23, 2015|access-date=December 24, 2015}}</ref>}}


{{Term|Splash damage|content=splash damage{{Anchor|Splash damage}}}}
{{Term|Splash damage|content=splash damage{{Anchor|Splash damage}}}}
{{for|the video game developer|Splash Damage}}
{{Defn|[[File:splashdamageillustration.png|frame|Although 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.]]}}
{{Defn|[[File:splashdamageillustration.png|frame|Although 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.]]}}
{{Defn|Attacks with an explosive or other {{gli|area of effect|area-of-effect}} 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.<ref>{{cite book|last1=Schrum|first1=Jacob|last2=Karpov|first2=Igor V.|last3=Miikkulainen|first3=Risto|title=Believable bots|chapter=Human-Like Combat Behaviour via Multiobjective Neuroevolution|date=2013|publisher=Springer Berlin Heidelberg|page=123|chapter-url=ftp://net9.cs.utexas.edu/pub/neural-nets/papers/schrum.believablebots12.pdf}}{{dead link|date=May 2018 |bot=Ost316 |fix-attempted=yes }}</ref>}}
{{Defn|Attacks with an explosive or other {{gli|area of effect|area-of-effect}} 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.<ref>{{cite book|last1=Schrum|first1=Jacob|last2=Karpov|first2=Igor V.|last3=Miikkulainen|first3=Risto|title=Believable bots|chapter=Human-Like Combat Behaviour via Multiobjective Neuroevolution|date=2013|publisher=Springer Berlin Heidelberg|page=123|chapter-url=ftp://net9.cs.utexas.edu/pub/neural-nets/papers/schrum.believablebots12.pdf}}{{dead link|date=May 2018 |bot=Ost316 |fix-attempted=yes }}</ref> 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.}}


{{Term|Split-screen multiplayer|content=[[split-screen multiplayer]]{{anchor|split screen multiplayer|splitscreen multiplayer|split screen}}}}
{{Term|Split-screen multiplayer|content=[[split-screen multiplayer]]{{anchor|split screen multiplayer|splitscreen multiplayer|split screen}}}}
{{Defn|A game that presents two or more views seen by different players in a multiplayer game on the same display unit.}}
{{Defn|A game that presents two or more views seen by different players in a multiplayer game on the same display unit.}}


{{Term|spray and pray}}
<dt>stage</dt><!--anchored at level-->
{{Defn|The act of blindly firing an automatic weapon with the intent of potentially hitting the target; tends to be ineffective.<ref name="Schott2016">{{cite book|last=Schott|first=Gareth|title=Violent Games: Rules, Realism and Effect|url=https://books.google.com/books?id=Jm4wDAAAQBAJ&pg=PA12|year=2016|publisher=Bloomsbury Publishing|isbn=978-1-62892-559-3|page=12}}</ref>}}

{{Term|squeaker}}
{{Defn|A usually derogatory term that refers to young tween and preteen gamers that use voice chat, the word referring to their high-pitched voice as a result of them not having hit puberty yet.}}

{{Term|stage|noid=y}}<!--anchored at level-->
{{Defn|1={{crossref|selfref=no|See {{gli|level}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|level}}.}}}}


{{Term|Stat point|content=stat point{{anchor|Stat point|stat points}}}}
{{Term|Stat point|content=stat point{{anchor|Stat point|stat points}}}}
{{Defn|A 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.<ref name="Gunn">{{cite book|last1=Gunn|first1=Heather|title=Aspect Core Rulebook FC 2015 SC|date=2015|publisher=Lulu.com|isbn=9781312289529|pages=9-|url=https://books.google.com/books?id=RqTVBgAAQBAJ&pg=PA9|accessdate=March 3, 2017}}</ref>}}
{{Defn|A 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.<ref name="Gunn">{{cite book|last1=Gunn|first1=Heather|title=Aspect Core Rulebook FC 2015 SC|date=2015|publisher=Lulu.com|isbn=978-1-312-28952-9|pages=9–|url=https://books.google.com/books?id=RqTVBgAAQBAJ&pg=PA9|access-date=March 3, 2017}}</ref>{{sps|date=February 2020}}}}

{{Term|Stat squish|content=stat squish{{anchor|Stat squish}}}}
{{Defn|A practice of scaling down numbers, commonly score or {{gli|health}} points, damage or healing values, or {{gli|item level|item levels}}, in the aftermath of a stat inflation as numbers get exponentially large and more difficult for the player to conceptualize. The practice is most common in [[MMORPG]]s, and the ''[[World of Warcraft]]'' is notable for having several stat squishes.<ref>{{Cite web |last=Law |first=Eric |date=14 November 2023 |url=https://gamerant.com/world-of-warcraft-stat-squish-midnight-worldsoul-saga/ |title=World of Warcraft Reveals When Another Stat Squish Could Be Coming |website=[[Game Rant]] |access-date=4 January 2024}}</ref>}}


{{Term|Status effect|content=[[status effect]]}}
{{Term|Status effect|content=[[status effect]]}}
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{{Term|Strafing|content=[[Strafing (gaming)|strafing]]}}
{{Term|Strafing|content=[[Strafing (gaming)|strafing]]}}
{{Defn|To move sideways, often to {{gli|dodge}} incoming attacks. {{crossref|selfref=no|See also {{gli|circle strafing}}.}}}}
{{Defn|To move sideways, often to {{gli|dodge}} incoming attacks while keeping the camera on the enemy. {{crossref|selfref=no|See also {{gli|circle strafing}}.}}}}


{{Term|Strategy guide|content=[[strategy guide]]}}
{{Term|Strategy guide|content=[[strategy guide]]}}
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{{Defn|A game genre which emphasizes consideration and planning to achieve victory. Subgenres include {{gli|real-time strategy}}, {{gli|turn-based game|turn-based}} strategy and wargames.}}
{{Defn|A game genre which emphasizes consideration and planning to achieve victory. Subgenres include {{gli|real-time strategy}}, {{gli|turn-based game|turn-based}} strategy and wargames.}}


{{Term|stream-sniping}}
<dt>subgame</dt><!--anchored at minigame-->
{{Defn|When a player watches another (usually professional) player livestream a game to locate their position or plans and gain the upper hand on them. This practice most commonly occurs in online multiplayer games and is generally frowned upon.}}

{{Term|Streaming media|content=[[streaming media]]{{anchor|video streaming|streaming|streaming video}}}}
{{Defn|Video 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 {{gli|Let's Play}} demonstration of a game, or to play a game through {{gli|cloud gaming}}.}}

{{Term|Stun lock|content=stun lock{{anchor|Stun lock}}}}
{{Defn|A 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.}}

{{Term|subgame|noid=y}}<!--anchored at minigame-->
{{Defn|1={{crossref|selfref=no|See {{gli|minigame}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|minigame}}.}}}}


<dt>superboss</dt><!--anchored at boss-->
{{Term|superboss|noid=y}}<!--anchored at boss-->
{{Defn|An optional super powerful boss, typically more powerful and harder to beat than the game's main final boss.}}
{{Defn|An optional super powerful boss, typically more powerful and harder to beat than the game's main final boss.}}


{{Term|Survival game|content=[[survival game]]}}
<!--placeholder
{{Defn|A game set in a hostile open-world environment where characters are challenged to collect resources, craft items, and survive as long as possible.}}

{{Term|Survival mode|content=[[survival mode]]}}
{{Term|Survival mode|content=[[survival mode]]}}
{{Defn|A 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.}}
{{Defn|}}

-->
{{Term|survival multiplayer}}
{{Defn|A multiplayer {{gli|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). Commonly used to refer to [[Minecraft servers]], but can otherwise be used to refer to any similar game mode in any game. A well-known example is the [[Dream SMP]].}}

{{Term|Sweat|content=sweat{{anchor|sweat|sweaty|sweatlord}}}}
{{Defn|{{ghat|Also '''sweaty''', '''sweatlord'''.}}A derogatory term used to refer to players with a highly competitive attitude, typically in situations where such an attitude is uncalled for or unnecessary. Synonymous with {{gli|tryhard}}.<ref>{{cite web|url=https://dotesports.com/news/fortnite-sweat-what-it-means|title=What being a "sweat" means in Fortnite: Battle Royale|author=Bhernardo Viana|website=Dot Esports|date=April 11, 2019 |access-date=July 30, 2022}}</ref>}}

{{Glossary end}}
{{Glossary end}}


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{{Glossary}}
{{Glossary}}


{{Term|teamkill|content=teamkill}}
{{Term|T-pose|content=[[T-pose]]}}
{{Defn|A 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.<ref>{{cite web | url=https://www.nytimes.com/2020/12/19/style/cyberpunk-2077-video-game-disaster.html | title=Cyberpunk 2077 Was Supposed to Be the Biggest Video Game of the Year. What Happened? | first1=Mike | last1=Isaac | first2=Kellen | last2=Browning | date=December 19, 2020 | access-date=December 20, 2020 | work=[[The New York Times]] }}</ref>}}
{{Defn|The killing of teammates through destruction or damage done to allies, such as through deliberate shooting of teammates. Teamkilling is often identified as [[unsportsmanlike behavior]].<ref>{{cite web |url=https://support.gaijin.net/hc/en-us/articles/200069301-Teamkilling |title=Teamkilling |accessdate=February 27, 2018 |work=[[Gaijin Entertainment]]}}</ref> Related to the military term "[[fragging]]".}}

{{Term|Tank|content=[[tank (gaming)|tank]]{{anchor|tank|guardian|meat shield|meatshield}}}}
{{Defn|{{ghat|Also '''meat shield'''.}}A character with abilities or equipment to have high {{gli|health}} and damage mitigation that draws {{gli|aggro}} from opponents and receives enemy attacks so that teammates can concentrate on their attacks or objectives. Common in MMORPGs.}}

{{Term|tank controls|content=[[tank controls]]{{anchor|tank controls}}}}
{{Defn|A 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.}}

{{Term|targeting}}
{{Defn|{{ghat|Also '''tunneling'''.}}A 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.}}

{{Term|taunt}}
{{Defn|A tactic and an effect used during turn-based fights in which a character (usually with high defense or {{gli|hit points (HP)}} – ''see {{gli|Tank}}'') tricks opponents into attacking him/herself instead of the rest of the team.}}
{{Defn|no=2|A move in a fighting game where one player presses a specific input or inputs to make their character play an animation which usually deals no damage and serves merely to mock their opponent.}}

{{Term|teabagging}}
{{Defn|A 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 [[Teabagging|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.<ref>{{cite web | url=https://www.gamasutra.com/view/news/386387/Opinion_Devs_please_dont_encourage_teabagging.php | title=Opinion: Devs, please don't encourage 'teabagging' | first=Bryant | last=Francis | date=August 6, 2021 | accessdate=August 6, 2021 | work=[[Gamasutra]] }}</ref>}}

{{Term|Team Ace|content=Team Ace{{anchor|team ace|team Ace}}}}
{{Defn|A term exclusive to [[Valorant]] where each individual member of one team killed one individual member of the opposing team.<ref name="teamace"/>}}

{{Term|team deathmatch}}
{{Defn|{{crossref|selfref=no|See {{gli|deathmatch}}.}}}}

{{Term|teamkill}}
{{Defn|The killing of teammates through destruction or damage done to allies, such as through deliberate shooting of teammates. Teamkilling is often identified as [[unsportsmanlike behavior]].<ref>{{cite web |url=https://support.gaijin.net/hc/en-us/articles/200069301-Teamkilling |title=Teamkilling |access-date=February 27, 2018 |work=[[Gaijin Entertainment]]}}</ref>}}


{{Term|Technology tree|content=[[technology tree]]{{anchor|tech tree}}}}
{{Term|Technology tree|content=[[technology tree]]{{anchor|tech tree}}}}
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A branching series of technologies that can be researched in strategy games, to customize the player's faction. {{crossref|selfref=no|See also {{gli|skill tree}}}}.}}
A branching series of technologies that can be researched in strategy games, to customize the player's faction. {{crossref|selfref=no|See also {{gli|skill tree}}}}.}}


{{Term|telefrag|content=telefrag}}
{{Term|telefrag}}
{{Defn|A {{gli|frag}} 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.}}
{{Defn|A {{gli|frag}} 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.}}


{{Term|telegraphing|content=[[Telegraphing (sports)|telegraphing]]}}
{{Term|telegraphing|content=[[Telegraphing (sports)|telegraphing]]}}
{{Defn|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.}}
{{Defn|no=1|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.}}
{{Defn|no=2|In multiplayer games, the actions a player does, revealing to their opponent or opponents what attack they may do next. Usually considered a sign of predictability, but for some characters it may be necessary.}}


{{Term|test room|content=test room}}
{{Term|test room}}
{{Defn|A {{gli|secret level}} that is used by {{gli|developer|developers}} to test the movements, actions and control of a game's {{gli|player character|player character(s)}}, which is usually removed from the game once it is finished.}}
{{Defn|A {{gli|secret level}} that is used by {{gli|developer|developers}} to test the movements, actions and control of a game's {{gli|player character|player character(s)}}. They are usually removed or hidden from regular access before the game is released.}}


<dt>theory</dt><!--anchored at game studies-->
{{Term|theory|noid=y}}<!--anchored at game studies-->
{{Defn|1={{crossref|selfref=no|See {{gli|game studies}} and {{gli|theorycraft}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|game studies}} and {{gli|theorycraft}}.}}}}


{{Term|Theorycraft|content=[[theorycraft]]}}
{{Term|Theorycraft|content=[[theorycraft]]}}
{{Defn|The analysis of a video game to mathematically determine the most-optimal approach to winning the game, typically in games that feature a number of player-character attributes that are enumerated; one common type of theorycraft is determining how to best maximize {{gli|damage per second}} through selection of equipment and skills. {{crossref|selfref=no|See also {{gli|min-maxing}}}}.}}
{{Defn|The analysis of a video game to mathematically determine the most-optimal approach to winning the game, typically in games that feature a number of player-character attributes that are enumerated. One common type of theorycraft is determining how to best maximize {{gli|damage per second}} through selection of equipment and skills. {{crossref|selfref=no|See also {{gli|min-maxing}}}}.}}

{{Term|third party}}
{{Defn|When 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 game|battle royale]] games such as ''[[Fortnite]]'' but is also used in first-person shooters.}}

{{Term|Third-person point of view|content=[[Third-person (video games)|third person]] point of view}}
{{Defn|A view where the {{gli|player character}} is seen on screen.<ref name="Dille" />}}


{{Term|throwing}}
{{Term|Third-person point of view|content=third person point of view}}
{{Defn|1={{crossref|selfref=no|See {{gli|gamethrowing}}.}}}}
{{Defn|A view where the {{gli|player character}} is seen on screen.<ref name="Dille"/>}}


<dt>thumbstick</dt><!--anchored at analog stick-->
{{Term|thumbstick|noid=y}}<!--anchored at analog stick-->
{{Defn|1={{crossref|selfref=no|See {{gli|analog stick}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|analog stick}}.}}}}


{{Term|Tick|content=tick}}
{{Term|tick}}
{{Defn|An increment of damage or healing periodically caused by a {{gli|damage over time|DoT}} or {{gli|heal over time|HoT}} effect.}}
{{Defn|An increment of damage or healing periodically caused by a {{gli|damage over time|DoT}} or {{gli|heal over time|HoT}} effect.}}


{{Term|Tilt|content=tilt}}
{{Term|Tile-matching video game|content=[[tile-matching video game]]}}
{{Defn|A type of {{gli|puzzle video game}} 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 {{gli|match-3 game}}.}}
{{Defn|When a player gets angry at someone or something, often resulting in reduced quality of play. Usually used in the game ''[[League of Legends]]''.}}

{{Term|tilt}}
{{Defn|When a player gets angry at someone or something, often resulting in reduced quality of play.{{r|irwin}}}}


{{Term|Time attack|content=[[Time attack#Video games|time attack]]}}
{{Term|Time attack|content=[[Time attack#Video games|time attack]]}}
{{Defn|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}}
{{Defn|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.}}


{{Term|Timed exclusive|content=timed exclusive{{Anchor|Timed exclusive}}}}
{{Term|Timed exclusive|content=timed exclusive{{Anchor|Timed exclusive}}}}
{{Defn|When a game releases [[console exclusivity|exclusively]] for one {{gli|platform}} but will release for other platforms when the exclusivity period expires.<ref>{{cite web|url=http://www.gamasutra.com/view/news/263696/Rise_of_the_Tomb_Raider_and_the_dubious_benefit_of_a_console_exclusive.php |title=Rise of the Tomb Raider, and the dubious benefit of a console exclusive |publisher=Gamasutra |date=January 19, 2016 |accessdate=December 23, 2016}}</ref>}}
{{Defn|When a game releases [[console exclusivity|exclusively]] for one {{gli|platform}} but may release for other platforms when the exclusivity period expires.<ref>{{cite web|url=http://www.gamasutra.com/view/news/263696/Rise_of_the_Tomb_Raider_and_the_dubious_benefit_of_a_console_exclusive.php |title=Rise of the Tomb Raider, and the dubious benefit of a console exclusive |website=Gamasutra |date=January 19, 2016 |access-date=December 23, 2016}}</ref><ref>{{cite web|url=https://www.gamespot.com/articles/e3-2017-xbox-boss-clarifies-what-console-launch-ex/1100-6450919/ |title=E3 2017: Xbox Boss Clarifies What "Console Launch Exclusive" Means |website=GameSpot |date=June 13, 2017 |access-date=July 23, 2020}}</ref>}}

{{Term|Time to kill|content=time to kill{{Anchor|Time-To-Kill}}}}
{{Defn|The average amount of time it takes to kill an opponent. Commonly used in first-person shooters, especially [[tactical shooters]], where it is typically representative of how much damage or shots a character can take before dying, and thus also the game's realism.<ref>{{Cite web|url=https://www.altchar.com/game-news/battlefield-v-gets-a-controversy-around-time-to-kill-a5cQq1d7YbBl|title=Battlefield V gets a controversy around time to kill|website=www.altchar.com}}</ref>}}


{{Term|Title screen|content=title screen{{Anchor|Title screen}}}}
{{Term|Title screen|content=title screen{{Anchor|Title screen}}}}
{{Defn|[[File:OpenArena 0.8.8 Title Screen.png|thumb|150px|right|''[[OpenArena]]'' title screen]]
{{Defn|
[[File:OpenArena 0.8.8 Title Screen.png|thumb|150px|right|''[[OpenArena]]'' title screen]]
The initial screen of a [[computer game|computer]], [[video game|video]], or [[arcade game]] after the credits and logos of the [[video game developer|game developer]] and [[video game publisher|publisher]] are displayed. Early title screens often included all the [[game option]]s 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.
The initial screen of a [[computer game|computer]], [[video game|video]], or [[arcade game]] after the credits and logos of the [[video game developer|game developer]] and [[video game publisher|publisher]] are displayed. Early title screens often included all the [[game option]]s 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.

<p>In arcade games, the title screen is shown as part of the {{gli|attract mode}} loop, usually after a game demonstration is played. The title screen and [[high score]] list urge potential players to [[insert coin]]s. 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]]''. [[fangame|Fan-made games]] often parody the style of the title that inspired them.</p>}}
In arcade games, the title screen is shown as part of the {{gli|attract mode}} loop, usually after a game demonstration is played. The title screen and [[high score]] list urge potential players to [[insert coin]]s. 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 the player to press both letter buttons on the [[Wii Remote]] simultaneously, as in ''[[Super Mario Galaxy 2]]'' or ''[[Mario Party 9]]''. {{gli|fangame|Fan-made games}} often parody the style of the title that inspired them.}}


{{Term|Touchscreen|content=[[touchscreen]]}}
{{Term|Touchscreen|content=[[touchscreen]]}}
{{Defn| A form of user input that relies on physical touch, rather than a mouse, keyboard or other control method.}}
{{Defn|A form of user input that relies on physical touch, rather than a mouse, keyboard or other control method.}}


{{Term|Toxicity|content=toxicity {{anchor|toxic}}}}
{{Term|Toxicity|content=toxicity {{anchor|toxic}}}}
{{Defn|Slang for a rude and unwelcoming gamer or gaming community who detriments the experience for other players or developers.<ref name="toxicity">{{cite web|url=https://www.pcgamer.com/major-game-companies-are-teaming-up-to-combat-toxicity-in-gaming/|title=Major game companies are teaming up to combat toxicity in gaming|website=[[PC Gamer]]|accessdate=27 June 2018|first=Bo|last=Moore|date=22 March 2018}}</ref>}}
{{Defn|Slang for the actions of a rude and unwelcoming gamer or gaming community that detriments the experience for other players or developers. Almost universally viewed negatively across gaming, some game developers take measures to stymie toxicity in their games.<ref name="toxicity">{{cite magazine|url=https://www.pcgamer.com/major-game-companies-are-teaming-up-to-combat-toxicity-in-gaming/|title=Major game companies are teaming up to combat toxicity in gaming|magazine=[[PC Gamer]]|access-date=27 June 2018|first=Bo|last=Moore|date=22 March 2018}}</ref>}}

{{Term|Tower dive|content=tower dive {{anchor|tower dive}}}}
{{Defn|Commonly used in {{gli|multiplayer online battle arena|MOBAs}} to define the act of going into range of the opponent's tower, a defensive structure that damages its opponents, to kill low-health targets.<ref>{{cite magazine|url=https://www.pcgamer.com/dota-2-diary-dancing-with-towers/|title=Dota 2 Diary: Dancing with towers|first=Duncan|last=Geere|date=2 December 2012|magazine=[[PC Gamer]]|publisher=[[Future plc]]|accessdate=22 May 2021|archivedate=12 November 2020|archiveurl=https://web.archive.org/web/20201112003539/https://www.pcgamer.com/dota-2-diary-dancing-with-towers/|url-status=live}}</ref>}}


{{Term|Trackball|content=[[trackball]]}}
{{Term|Trackball|content=[[trackball]]}}
{{Defn|A form of a video game controller, most often found on {{gli|arcade game}} cabinets, in which the player uses a freely-rotating ball to interact with the game.}}
{{Defn|A form of a video game controller, most often found on {{gli|arcade game}} cabinets, in which the player uses a freely-rotating ball to interact with the game.}}


{{Term|Trash Pulls|content=trash pull{{Anchor|Trash Pull}}}}
{{Term|Transmogrification|content=transmogrification or transmog}}
{{Defn|Changing the appearance of gear, such as weapons and armor, typically to that of functionally equivalent gear.<ref>{{cite web | url=https://www.engadget.com/2012-03-14-transmogrification-the-hottest-new-game-of-dress-up.html | title=Transmogrification, the hottest new game of dress-up | first=A. | last=Stickney | date=March 14, 2012 | accessdate=October 8, 2021 | work=[[Engadget]] }}</ref><ref>{{cite web | url=https://www.pcgamer.com/destiny-2s-transmog-grind-is-a-symptom-of-a-larger-problem-with-its-real-money-store/ | title=Destiny 2's transmog grind is a symptom of a larger problem with its real-money store | first=Phil | last=Savage | date=May 18, 2021 | accessdate=October 8, 2021 | work=[[PC Gamer]] }}</ref>}}
{{Defn|Usually a practice commonly used in {{gli|massively multiplayer online role-playing game|MMORPGs}}, of how many enemies a team can summon to the battlefield to fight at one time.}}


{{Term|Trash|content=trash {{Anchor|Trash}}}}
<dt>triple A</dt><!--anchored at AAA-->
{{Defn|no=1|A term meaning bad or poor, often used to insult a player(s) in online PvP games, but also used for items, spells, etc.}}
{{Defn|no=2|Commonly used in {{gli|massively multiplayer online role-playing game|MMORPGs}} to refer to groups of non-boss enemies. Particularly in dungeons/ areas leading up to boss fights.}}

{{Term|Trickjump|content=trickjump{{Anchor|Trickjump}}}}
{{Defn|Any type of unusual jump that demonstrates skill and expertise, often considered an [[video game exploit|exploit]] that was unforeseen by the game's creators.<ref>{{Cite web |last=Obrien |first=Nicholas |date=2014-09-18 |title=How a group of players cracked open Quake 3 and found a new way to play |url=https://killscreen.com/previously/articles/how-group-players-cracked-open-quake-3-and-found-new-way-play/ |access-date=2023-04-10 |website=Kill Screen - Previously |language=en-US}}</ref>}}

{{Term|triple A|noid=y}}<!--anchored at AAA-->
{{Defn|1={{crossref|selfref=no|See {{gli|AAA}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|AAA}}.}}}}


{{Term|Triple jump|content=triple jump{{Anchor|Triple jump}}}}
{{Term|Triple jump|content=triple jump{{Anchor|Triple jump}}}}
{{Defn|Being able to jump twice in mid-air after leaving the ground, and must then typically touch the ground before being able to mid-air jump again. {{crossref|selfref=no|See also {{gli|double jump}}.}}}}
{{Defn|An additional {{gli|jump}} that follows {{gli|double jump|the second}} in quick succession.<ref name="Rogers"/>{{rp|102}} }}

{{Term|tryhard}}
{{Defn|A type of gamer who tries very hard and being extremely serious at all times while gaming. Also known as playing {{gli|sweaty}}.}}


{{Term|Turn-based game|content=[[turn-based game]]}}
{{Term|Turn-based game|content=[[turn-based game]]}}
{{Defn|When a game consists of multiple turns. When one player's turn is complete, they must wait until everyone else has finished their turn.}}
{{Defn|When a game consists of multiple turns. When one player's turn is complete, they must wait until everyone else has finished their turn.}}


{{Term|Twinking|content=[[twinking]]}}
{{Term|Turtling|content=[[Turtling (gameplay)|turtling]]}}
{{Defn|A gameplay strategy that emphasizes heavy defense, with little or no offense. A player who turtles minimizes risk to themselves while baiting opponents to take risks in trying to overcome the defenses.}}
{{Defn|A practice in {{gli|massively multiplayer online role-playing game|MMORPGs}} of equipping a low-level character with items or resources not normally available to new characters, by transfer from high-level characters.<ref name="bartle"/>}}


{{Term|Twitch|content=[[Twitch.tv|Twitch]]{{anchor|Twitch|Twitch}}}}
{{Term|Twinking|content=[[twinking]]}}
{{Defn|A practice in {{gli|massively multiplayer online role-playing game|MMORPGs}} of equipping a low-level character with items or resources not normally available to new characters, by transfer from high-level characters.<ref name="bartle" />}}
{{Defn|Twitch is a live streaming video platform owned by Twitch Interactive, a subsidiary of Amazon. The site primarily focuses on video game live streaming, including broadcasts of eSports competitions, in addition to music broadcasts, creative content, and more recently, "in real life" streams. Content on the site can be viewed either live or via video on demand.}}


{{Glossary end}}
{{Glossary end}}
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{{Glossary}}
{{Glossary}}


{{Term|Underpowered|content=[[Game balance#Underpowered|underpowered]]}}
{{Term|Underpowered|content=[[Game balance#Overpowered and underpowered|underpowered]]}}
{{Defn|A character, item, tactic, or ability considered to be too weak to be {{gli|balance|balanced}}.}}
{{Defn|A character, item, tactic, or ability considered to be too weak to be a {{gli|balance|balanced}} element of gameplay.}}


{{Term|Underworld|content=underworld}}
{{Term|underworld}}
{{Defn|A collection of isolated dungeon- or cave-like {{gli|level|levels}} which are connected by an open {{gli|overworld}}.}}
{{Defn|A collection of isolated dungeon-, cave-, or hell-like {{gli|level|levels}} which are connected by an open {{gli|overworld}}.}}


{{Term|Unlock|content=unlock}}
{{Term|unlockable}}
{{Defn|A piece of content that is obtained in-game by fulfilling certain conditions. These are sometimes represented in-game or represented through a platform-wide system of achievements. Such content can be purely cosmetic, a game mechanic, tool, character, a separate video game, and more. They are sometimes hidden [[Easter egg (media)|Easter egg]]s.<ref>{{Cite web|last=Orland|first=Kyle|date=2014-11-12|title=Breaking the lock: Why all game content should be unlocked from the outset|url=https://arstechnica.com/gaming/2014/11/breaking-the-lock-why-all-game-content-should-be-unlocked-from-the-outset/|access-date=2021-07-20|website=Ars Technica}}</ref>}}
{{Defn|Gaining access to previously unavailable content in a video game by fulfilling certain conditions.}}


{{Term|ultimate}}
{{Term|Upgrade|content=[[Upgrade (Video gaming)|upgrade]]}}
{{Defn|Ultimate attacks or abilities (or ''ults'') that a character may possess, often those that are the strongest or that deal the most damage. Ults often require an energy bar, charge meter, or other similar resource which must be filled before the ult can be used.<ref>{{Cite web |title=What Does 'Ult' Mean? |url=http://gamingglossary.com/games/hots/ult/ |website=Gaming Glossary |date=4 March 2017 |publisher=DMT Agency}}</ref>}}
{{Defn|A way to make the given item, character, etc. more powerful.}}

{{Term|upgrade}}
{{Defn|A {{gli|game mechanic}} to make a given item, character, etc. more powerful. Equipment is commonly upgraded through {{gli|crafting}} while a character upgrade may be an alternative to advancing a character {{gli|level}}.}}
{{Glossary end}}
{{Glossary end}}


==V==
==V==
{{Glossary}}
{{Glossary}}

{{Term|VAC}}
{{Defn|An abbreviation of [[Valve Anti-Cheat]], [[Valve Corporation]]'s cheat detection software. Players who are caught using cheats on a VAC-secured server will be issued a VAC ban, banning them from VAC-secured servers for that particular game in the future and putting a mark on their Steam profile that can't be hidden from public view. VAC bans are permanent, non-negotiable, and cannot be removed by Steam Support.<ref>{{cite web|url=https://dotesports.com/general/news/what-is-a-vac-ban|title=What is a VAC ban?|author=Scott Duwe|website=Dot Esports|date=April 16, 2021 |access-date=July 30, 2022}}</ref> Players who have gotten a VAC ban are sometimes referred to as going on a "permanent VACation".<ref>{{cite web|url=https://www.redbull.com/gb-en/counter-strike-hacker-spotting-guide|title=How to spot a hacker in Counter-Strike|author=Chris Higgins|website=Red Bull|date=July 28, 2016 |access-date=July 30, 2022}}</ref><ref>{{cite web|url=https://www.kotaku.com.au/2014/12/a-ton-of-cheaters-just-got-banned-from-counter-strike/|archive-url=https://archive.today/20141228142558/http://www.kotaku.com.au/2014/12/a-ton-of-cheaters-just-got-banned-from-counter-strike/|url-status=dead|archive-date=December 28, 2014|title=A Lot Of Cheaters Just Got Banned From Counter-Strike|author=Nathan Grayson|website=Kotaku|date=December 24, 2014 |access-date=July 30, 2022}}</ref>}}


{{Term|Vaporware|content=[[vaporware]]}}
{{Term|Vaporware|content=[[vaporware]]}}
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{{Defn|The process of designing a video game, including content and game mechanics.}}
{{Defn|The process of designing a video game, including content and game mechanics.}}


{{Term|Video streaming|content=[[Video streaming]]{{anchor|Video streaming|streaming}}}}
{{Term|Virtual economy|content=[[virtual economy]] (in game money){{anchor|virtual economy|in game money}}}}
{{Defn|A term used to describe the economy in a video game, for example such as gold and auction house in [[Old School RuneScape]] money can be used to buy in game gear,all the way to in game cosmetics.}}
{{Defn|Transmitting a video game to a computer or mobile device as required in lieu of downloading and installing the entire game. An advantage of streaming games is that the game can be picked up on another device and continued at the place the gamer stopped. The practice became popular in the mid-2010s on sites such as Twitch and later, YouTube. Professional streamers often combine high-level play and entertaining commentary, and earn income from sponsors, subscriptions, and donations. Amateur streamers spend long hours competing for an audience.}}


{{Term|Virtual reality|content=[[Virtual reality]]{{anchor|virtual reality|VR}}}}
{{Term|Virtual reality|content=[[virtual reality]] (VR){{anchor|virtual reality|VR}}}}
{{Defn|An interactive computer-generated experience taking place within a simulated environment. Used in video gaming primarily to describe a VR-based video game or a VR option for an otherwise non-VR video game.}}
{{Defn|Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic. This immersive environment can be similar to the real world or it can be fantastical, creating an experience that is not possible in ordinary physical reality. Current VR technology most commonly uses virtual reality headsets or multi-projected environments, sometimes in combination with physical environments or props, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, move around in it, and interact with virtual features or items.}}


{{Term|Visual novel|content=[[visual novel]]}}
{{Term|Visual novel|content=[[visual novel]]}}
{{Defn|A genre of video games with interactive stories, usually with static imagery and [[anime]]-styled art, which includes detailed backgrounds and scenes with talking characters present in which horizontal rectangles containing speech of a character and the character themself being featured in the forefront. Players may define the outcome of the story by choosing from a small list of actions, such as when speaking with someone, choosing a prewritten sentence in response to them after their dialogue.}}
{{Defn|A genre of video games with interactive stories. These games typically use static imagery, [[anime]]-styled character art (thanks in part to the popularity of the genre in Japan), and detailed backgrounds, with character dialogue presented in text boxes. Players may alter the path of the story by choosing from {{gli|dialog tree|dialog trees}} or a small list of actions.}}


{{Glossary end}}
{{Glossary end}}
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{{Glossary}}
{{Glossary}}


{{Term|waggle}}
{{Term|Walking simulator|content=[[Adventure game#Exploration game|walking simulator]]}}
{{Defn|A pejorative term when one must shake a controller to do an action, regardless of how the controller is shaken. Usually implies that the controller needs to be shaken wildly. Sometimes extended to {{gli|Motion control|motion controls}} in general, ignoring any precision required.}}
{{Defn|A derogatory term sometimes used to classify exploration games, which generally involve exploring an environment for story and narrative but with few, if any, puzzles or gameplay elements.}}


{{Term|Walkthrough|content=walkthrough}}
{{Term|Walking simulator|content=[[walking simulator]]}}
{{Defn|A term sometimes used to classify exploration games, which generally involve exploring an environment for story and narrative but with few, if any, puzzles or gameplay elements. May be considered derogatory but is often used as a neutral term.}}
{{Defn|A description of the {{gli|gameplay}} experience for a level or {{gli|playthrough}}.<ref name="Dille"/> {{crossref|selfref=no|See also {{gli|strategy guide}}.}}}}


{{Term|walkthrough}}
{{Term|Wall jump|content=wall jump{{Anchor|Wall jump}}}}
{{Defn|A description of the {{gli|gameplay}} experience for a level or {{gli|playthrough}}, intended to guide players who are unsure how to complete it.<ref name="Dille" /> {{crossref|selfref=no|See also {{gli|strategy guide}}.}}}}
{{Defn|A {{gli|jump}} performed off of a vertical surface to propel the player higher in the opposite direction. Wall jumps can be done between two tight walls in quick succession to climb vertically in some games. As a special jump, it is sometimes an acquired skill instead of available from the game's start.<ref name="Rogers"/>{{rp|102}} }}


{{Term|wall bang}}
{{Term|Wall-humping search|content=wall-humping search{{anchor|wall humping search|Wall humping search}}}}
{{Defn|1= {{Ghat|Also '''wall banging'''.}}In first or third person shooters, the act of shooting someone through a wall or object with bullets or other projectiles that have penetration. Made a popular term by games such as ''[[Counter-Strike]]'' and ''[[Call of Duty]]''.}}
{{Defn|A technique used to actively search for hidden interactive points in the game environment by {{gli|strafing}} against walls and repeatedly pressing the control used to interact with non-hidden points until something happens. The first use of this technique was with early {{gli|first-person shooter}} games like ''[[Wolfenstein 3D]]'' and ''[[Doom (1993 video game)|Doom]]'', which were littered with unmarked switches and secret doors that could otherwise only be found by accident or by purchasing a {{gli|strategy guide}}. The term is a specific reference to the sounds made by the [[Doomguy]] when using this technique.{{citation needed|date=January 2018}}}}

{{Term|wall climb}}
{{Defn|The ability for a video game character to rapidly scale a vertical wall or similar surface, typically as part of the character's passive abilities, but may be aided with a tool such as a grappling hook. This often appears in platform games alongside abilities like wall jumping and double jumping.}}

{{Term|Wall jump|content=wall jump{{Anchor|wall jump}}}}
{{Defn|A {{gli|jump}} performed off of a vertical surface to propel the player higher in the opposite direction. Wall jumps can be done between two tight walls in quick succession to climb vertically in some games, though some games such as ''[[Mega Man X (video game)|Mega Man X]]'' and ''[[Transformice]]'' allow you to continuously jump on a single wall. As a special jump, it is sometimes an acquired skill instead of available from the game's start.<ref name="Rogers" />{{rp|102}}}}


{{Term|Wallhack|content=[[wallhack]]{{anchor|wallhacking|wall hack|wallhacks}}}}
{{Term|Wallhack|content=[[wallhack]]{{anchor|wallhacking|wall hack|wallhacks}}}}
{{Defn|A {{gli|cheat}} that makes walls translucent.<ref name="Davidson"/>{{rp|119}} Some wallhacks let players shoot weapons or physically pass through walls.<ref name="Davidson"/>{{rp|120}} {{crossref|selfref=no|See {{gli|noclip}}.}}}}
{{Defn|A {{gli|cheat}} that makes walls translucent.<ref name="Davidson" />{{rp|119}} Some wallhacks let players shoot weapons or physically pass through walls.<ref name="Davidson" />{{rp|120}} {{crossref|selfref=no|See {{gli|noclip}}.}}}}

{{Term|Wall run|content=wall run{{Anchor|wall run}}}}
{{Defn|The ability for a video game character to appear to run along a vertical wall for a short distance without falling off. Common in games featuring parkour-type movement.}}


{{Term|Wanted level|content=[[wanted level]]}}
{{Term|Wanted level|content=[[wanted level]]}}
{{Defn|A game mechanic popularized by the ''[[Grand Theft Auto]]'' series and used in many [[Grand Theft Auto clone]] games. A player's actions in an {{gli|open world|open-world}} game may cause non-player characters, often representing law enforcement, to chase the player, with the response becoming more significant at higher wanted levels. The wanted level persists unless the player can elude these opponents, or if the character dies, eliminating the wanted level.}}
{{Defn|A game mechanic popularized by the ''[[Grand Theft Auto]]'' series and used in many [[Grand Theft Auto clone]] games. A player's actions in an {{gli|open world|open-world}} game may cause non-player characters, often representing law enforcement, to chase the player, with the response becoming more significant at higher wanted levels. The wanted level persists unless the player can elude these opponents, or if the character dies, eliminating the wanted level. {{crossref|selfref=no|Compare to {{gli|aggro}}.}}}}


{{Term|Warp zone|content=[[warp zone]]{{anchor|Warpzone|warpzone|Warp Zone}}}}
{{Term|Warp zone|content=[[warp (video games)|warp zone]]{{anchor|Warpzone|warpzone|Warp Zone}}}}
{{Defn|A shortcut that allows a player to bypass one or more sections of the game. {{crossref|selfref=no|See {{gli|fast travel}}.}}}}
{{Defn|A shortcut that allows a player to bypass one or more sections of the game. {{crossref|selfref=no|See {{gli|fast travel}}.}}}}


{{Term|WASD keys|content=[[WASD keys]]{{anchor|WASD}}}}
{{Term|WASD keys|content=[[WASD keys]]{{anchor|WASD}}}}
{{Defn|A common control-mechanism using a typical [[QWERTY]] keyboard, with the W, A, S, and D keys bound to movement controls.}}
{{Defn|A common control-mechanism using a typical [[QWERTY]] keyboard, with the W, A, S, and D keys bound to movement controls. This allows [[Arrow keys|arrow key]]-like control with the left hand.}}


{{Term|Wave|content=wave}}
{{Term|wave}}
{{Defn|In game genres or modes where player(s) are to defend a point or stay alive as long as possible, enemies are commonly grouped into "waves" (sometimes referred to as {{gli|level|levels}}). When one wave of enemies is defeated, player(s) are typically given a short period to prepare for the next wave.}}
{{Defn|In game genres or modes where player(s) are to defend a point or stay alive as long as possible, enemies are commonly grouped into "waves" (sometimes referred to as {{gli|level|levels}}). When one wave of enemies is defeated, player(s) are typically given a short period to prepare for the next wave.}}


{{Term|Whale|content=whale}}
{{Term|whale}}
{{Defn|In {{gli|free-to-play}} games, a user that spends a considerable amount of real-world money for in-game items, rather than acquiring said items through {{gli|grinding}} or playing the game normally. These players are typically seen as the largest segment for revenue production for free-to-play titles. "White whales" may also be used to describe exceptionally high spenders.<ref>{{Cite web|url=http://www.ign.com/articles/2017/04/24/the-troubling-psychology-of-pay-to-loot-systems|title=The Troubling Psychology of Pay-to-Loot Systems|first=Nathan|last=Lawrence|date=April 23, 2017 |accessdate=April 24, 2017|work=[[IGN]]}}</ref><ref>{{cite web|url=https://venturebeat.com/2013/03/14/whales-and-why-social-gamers-are-just-gamers/|title=What it means to be a 'whale' — and why social gamers are just gamers|first=Stephanie|last=Carmichael|date=March 14, 2013|accessdate=December 20, 2016|work=[[Venture Beat]]}}</ref> Borrowed from gambling jargon; a 'whale', in that context, is a person who makes extravagant wagers or places reckless bets.}}
{{Defn|In {{gli|free-to-play}} games, a user who spends a considerable amount of real-world money for in-game items, rather than acquiring said items through {{gli|grinding}} or playing the game normally. These players are typically seen as the largest segment for revenue production for free-to-play titles. Exceptionally high spenders may be called ''white whales''<ref>{{cite web|url=http://www.ign.com/articles/2017/04/24/the-troubling-psychology-of-pay-to-loot-systems|title=The Troubling Psychology of Pay-to-Loot Systems|first=Nathan|last=Lawrence|date=April 23, 2017 |access-date=April 24, 2017|work=[[IGN]]}}</ref><ref>{{cite web|url=https://venturebeat.com/2013/03/14/whales-and-why-social-gamers-are-just-gamers/|title=What it means to be a 'whale' — and why social gamers are just gamers|first=Stephanie|last=Carmichael|date=March 14, 2013|access-date=December 20, 2016|work=[[Venture Beat]]}}</ref> or ''leviathans''. Borrowed from gambling jargon; a 'whale', in that context, is a person who makes extravagant wagers or places reckless bets.}}

{{Term|White Mage|content=[[Recurring elements in the Final Fantasy series|white Mage]]}}
{{Defn|A type of character's role in a {{gli|role-play game|RPG}} and {{gli|massively multiplayer online role-play game|MMORPG}}. Their primary role is to support the main fighters, giving them support buffs and healing. Putting them in the back rather than the frontline is usually the required setting, as they have less health/attack prowess.}}

{{Term|Win quote|content=win quote{{Anchor|win quote}}}}
{{Defn|A phrase spoken by a [[versus fighting game|fighting game]] character after defeating an opponent. In older games, such as ''[[Fatal Fury: King of Fighters|Fatal Fury]]'' and traditionally in {{gli|2D graphics|2D}} fighting games such as ''[[SNK vs. Capcom (series)|Capcom vs. SNK]]'', it is not an actual voice sample but text superimposed on an image of the winning character, occasionally depicted alongside the visibly injured defeated character (''[[Street Fighter II]]'' for example). Win quotes are often little more than trash talk, but they help players to understand and identify with the characters.
<p>In most games, characters have one or more win quotes that they use indiscriminately, but sometimes special win quotes are used in special circumstances. For example, in ''[[The King of Fighters '94]]'', each character has special win quotes against each of the 8 teams; in ''[[Street Fighter Alpha]]'', players can choose one of four win quotes by holding certain button combinations after winning a battle; in ''[[Street Fighter III]]'': Giant Attack, characters sometime use special win quotes if they finish the battle with a certain move; and in ''SNK vs. Capcom: Match of the Millennium'', players can input their own win quotes in edit mode.</p>
<p>Some win quotes have characters break the [[fourth wall]], such as [[Chun-Li]]'s ''[[Marvel Super Heroes vs. Street Fighter]]'' win quote in which she suspects the game is set on the easiest difficulty setting; or are [[in-joke]]s referring to other [[video game]]s, like [[Sakura Kasugano|Sakura]]'s ''Street Fighter Alpha 3'' win quote in which she says she prefers "street fighting to sparring in [[Rival Schools|rival schools]]."</p>}}


{{Term|Wipe|content=wipe}}
{{Term|wipe}}
{{Defn|An attack from the boss in which the said boss completely knocks out the entire party. Mostly in {{gli|massively multiplayer online role-playing games}}.}}
{{Defn|An attack from the boss in which the said boss completely knocks out the entire party. Mostly in {{gli|massively multiplayer online role-playing games}}.}}


{{Term|World|content=world}}
{{Term|world}}
{{Defn|A series of {{gli|level|levels}} that share a similar environment or theme. A {{gli|boss}} fight will typically happen once all or most of these levels are completed rather than after each individual level.}}
{{Defn|A series of {{gli|level|levels}} that share a similar environment or theme. A {{gli|boss}} fight will typically happen once all or most of these levels are completed rather than after each individual level.}}

{{Term|world compression}}
{{Defn|The representation of a world on a much smaller scale than is realistic. For example, in many role-playing games, it is possible for the player character to walk across a continent in sometimes under a minute, and the player character may appear to be several kilometers tall given the relative scale. This is not the same as the player being much larger than the icon for a town or other settlement, but rather that a distance which is given as hundreds of kilometers appears to be much smaller. In some cases, such as in ''[[Final Fantasy VIII]]'', trains will run between towns despite the visibly short distance. For voxel games such as ''[[Minecraft]]'', the in-game narrative may refer to a distance as being tens of kilometers away, while the actual distance may be accurately measured by counting only a few hundred blocks understood to each be one meter across.}}


{{Term|Wrapping|content=[[wraparound (video games)|wrapping]]{{Anchor|Wrapping}}}}
{{Term|Wrapping|content=[[wraparound (video games)|wrapping]]{{Anchor|Wrapping}}}}
{{Defn|Camera wrapping is a technique often used in video games, which allows a player to move in a straight line and get back to where they started.{{clarify|date=January 2018}} This was more often used in older games to make it seem that the player is moving up or down an extremely high hill; memory can be saved by using wrapping instead of creating a larger area filled with unpassable walls. Wrapping is also used to make a 2D game world round; for example, in ''[[PacMan]]'' exiting the game screen to the right wraps the player to the same position on the left side of the screen. Similarly, in ''[[Final Fantasy VII]]'', exiting the game map to the right wraps the player to the same position on the left side of the map, and exiting the map to the top wraps the player to the bottom of the map.}}
{{Defn|A technique that allows a player to move in a straight line and get back to where they started.{{clarify|date=January 2018}} This was often used in older games to make it seem that the player is moving up or down an extremely high hill; memory can be saved by using wrapping instead of creating a larger area filled with impassable walls. Wrapping is also used to make a 2D {{gli|game world}} round; for example, in ''[[PacMan]]'' exiting the game screen to the right wraps the player to the same position on the left side of the screen. Similarly, in ''[[Final Fantasy VII]]'', exiting the game map to the right wraps the player to the same position on the left side of the map, and exiting the map to the top wraps the player to the bottom of the map.}}


{{Glossary end}}
{{Glossary end}}
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{{Glossary}}
{{Glossary}}


<dt>XP</dt><!--anchored at experience point-->
{{Term|XP|noid=y}}<!--anchored at experience point-->
{{Defn|1={{crossref|selfref=no|See {{gli|experience point}}.}}}}
{{Defn|1={{crossref|selfref=no|See {{gli|experience point}}.}}}}


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{{Term|YouTube bait}}
{{Term|YouTube bait}}
{{Defn|Games that are made for an audience; games created with [[YouTube]]rs or [[Twitch.tv|Twitch streamers]] in mind. {{crossref|selfref=no|See {{gli|Let's Play}}.}}}}
{{Defn|{{ghat|Also '''Streamer bait'''}}Games that are made for [[YouTube]]rs or [[Twitch (service)|Twitch streamers]]. {{crossref|selfref=no|See {{gli|Let's Play}}.}}}}
{{Glossary end}}
{{Glossary end}}


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{{Glossary}}


{{Term|Zerging|content=zerging}}
{{Term|Zerging|content=zerging{{anchor|zerg|zerging|zerg rush}}}}
{{Defn|Gameplay that utilizes overwhelming numbers rather than skill or strategy.<ref name="Dille"/> {{crossref|selfref=no|See also {{gli|rush}}.}}}}
{{Defn|{{ghat|Also '''zerg rush'''}}Tactic in strategy games in which the player uses overwhelming numbers of inexpensive, disposable units rather than skill or strategy.<ref name="Dille" /> The term comes from the Zerg, a race in ''[[StarCraft]]'' that uses numerical advantage to overwhelm opponents. {{crossref|selfref=no|See also {{gli|rush}}.}}}}


{{Term|Zero-day patch|content=zero-day patch}}
{{Term|zero-day patch}}
{{Defn|A software patch that is set to be released on the day of the game's official release ("the 0th day"), reflecting updates and fixes that were added after the final release candidate was prepared.}}
{{Defn|A software security patch that fixes a Zero-day vulnerability. See: [[Zero-day (computing)|Zero-day]] and [[Warez#Types|0-day warez]].}}


{{Term|Zero-player game|content=[[zero-player game]]{{anchor|CPU vs. CPU|CPU versus CPU}}}}
{{Term|Zero-player game|content=[[zero-player game]]{{anchor|CPU vs. CPU|CPU versus CPU}}}}
{{Defn|{{ghat|Also '''CPU vs. CPU'''}}A game that has no [[sentient]] players and only has {{gli|CPU|CPUs}}.<ref>{{cite book|last1=Carlisle|first1=Rodney P|title=Encyclopedia of Play in Today's Society|date=2009|publisher=SAGE|location=Los Angeles|isbn=9781412966702|page=464|url=https://books.google.com/books?id=jLqXM3U_pzEC&pg=PA464#v=onepage&q&f=false|accessdate=March 3, 2017}}</ref>}}
{{Defn|{{ghat|Also '''CPU vs. CPU'''}}A game that has no [[sentient]] players and only has {{gli|CPU|CPUs}}.<ref>{{cite book|last1=Carlisle|first1=Rodney P|title=Encyclopedia of Play in Today's Society|date=2009|publisher=SAGE|location=Los Angeles|isbn=978-1-4129-6670-2|page=464|url=https://books.google.com/books?id=jLqXM3U_pzEC&pg=PA464|access-date=March 3, 2017}}</ref>}}


<dt>[[Zone (video games)|zone]]</dt><!--anchored at world-->
{{Term|Zone|content=[[zone (video games)|zone]]{{anchor|zone}}}}
{{Defn|no=1|A section of a {{gli|MUD}} or {{gli|MMO}}'s shared environment within which communications may be limited or game mechanics altered to encourage certain types of {{gli|gameplay}}.}}
{{Defn|1={{crossref|selfref=no|See {{gli|world}}.}}}}
{{Defn|no=2|A synonym for {{gli|world}}, most popularly used within the ''[[Sonic the Hedgehog]]'' series.}}

{{Term|Zone|content=zone}}
{{Defn|A section of a {{gli|MUD}} or {{gli|MMO}}'s shared environment within which communications may be limited or game mechanics altered to encourage certain types of {{gli|gameplay}}.}}


{{Glossary end}}
{{Glossary end}}

==See also==
* [[List of video game genres]]
* [[MUD terminology]]


==References==
==References==
{{Reflist}}
{{reflist}}


{{Portal bar|Video games|border=yes}}
{{Portal bar|Video games|border=yes}}


{{Video game gameplay}}
{{Video game gameplay}}
{{Glossaries of computers}}


[[Category:Glossaries of computers]]
[[Category:Glossaries of computers|video game]]
[[Category:Video game terminology]]
[[Category:Glossaries of gaming|video game]]
[[Category:Video game terminology| ]]
[[Category:Video game lists]]
[[Category:Video game lists]]
[[Category:Wikipedia glossaries using description lists]]

Latest revision as of 21:33, 19 December 2024

Since the origin of video games in the early 1970s, the video game industry, the players, and surrounding culture have spawned a wide range of technical and slang terms.

0–9

[edit]
1CC
Abbreviation of one-credit completion or one-coin clear. To complete an arcade (or arcade-style) game without using continues.[1]
1-up
An object that gives the player an extra life (or attempt) in games where the player has a limited number of chances to complete a game or level.[2]
100%
To collect all collectibles within a game, either indicated within games as a percentage counter or determined by player community consensus.[3]
1v1
An abbreviation of 1 versus 1, denoting two players battling against each other. Can be extended to any player versus player grouping, such as '2v2' to mean two teams of two battling each other, or "1v4" to refer to a team of four players against one (as seen in asymmetrical gameplay).
2D graphics
Graphic rendering technique in a two-dimensional perspective, often using sprites.
2.5D graphics

Also isometric graphics.

Graphic 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.
360 no-scope
A 360 no-scope usually refers to a trick shot in a first or third-person shooter video game in which one player kills another with a sniper rifle by first spinning a full circle and then quickly shooting without looking through the scope.
3D graphics
Graphic rendering technique featuring three-dimensional objects.
4K resolution
An aspect ratio of digital display devices such as televisions and monitors, supporting up to 3840 × 2160 pixel (roughly 4 kilopixels wide) resolutions.
4X
A 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-bit
A descriptor for hardware or software that arose during the third generation of video game consoles, targeting 8-bit computer architecture.
8K resolution
An aspect ratio of digital display devices such as televisions and monitors, supporting up to 7680 × 4320 pixel (roughly 8 kilopixels wide) resolutions.
16-bit
A descriptor for hardware or software that arose during the fourth generation of video game consoles, targeting 16-bit computer architecture.
32-bit
A descriptor for hardware or software that arose during the fifth generation of video game consoles, targeting 32-bit computer architecture.
64-bit
A descriptor for hardware or software that arose during the fifth generation of video game consoles, targeting 64-bit computer architecture.

A

[edit]
AAA

Also triple A.

A high-budget game with a large development team. AAA games are usually multiplatform or are first-party, have multimillion-dollar budgets, and expect to sell millions of copies.[4][5]
abandonware
A game that is forgotten about or abandoned by its developers for any number of reasons, including copyright issues.[6]
ace
Usually used within first-person shooters, where a single player manages to eliminate the entire opposing team by themselves while their teammates are alive. Can also be used to describe situations where a player manages to complete a possibly difficult section of game flawlessly. Comparable to pentakill in competitive games with teams made up of 5 players, such as MOBAs. Not to be confused with Team Ace.[7]
achievement

Also badge, trophy, medal, cheevo.

Meta-goals defined outside a game's parameters. May be external achievements such as those on Xbox Live or Steam, internal achievements such as those in Clash of Clans, or both.
achievement hunter
A player who attempts to collect all achievements in a game. Achievement hunters tend to be completionists.
act
Sometimes used to refer to individual levels or groups of levels that make up a larger world 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 game
A game genre emphasizing hand–eye coordination, reflexes, timing, and other physical skills. It includes fighting games, shooters, and platformers.
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.[8][9]
action role-playing game (ARPG)
A genre of role-playing video game where battle actions are performed in real-time instead of a turn-based mechanic.
adaptive music
Game music which changes and reacts to the actions of the player and state of the game in an attempt to better reflect the game atmosphere.[10]
adaptive AI
A form of artificial intelligence which takes data based on how the player performs and uses it to learn to better counter the player.
[citation needed]
add-on
See downloadable content.
adds
A term used commonly in role-playing video games, MMORPGs and beat-'em-ups, referring to the "additional enemies" called in by bosses during encounters.
adventure game
A game genre which emphasizes exploration and puzzle-solving.
AFK
Meaning "away from keyboard". Generally said through a chat function in online multiplayer games when a player intends to be temporarily unavailable.[11]
aggro
An abbreviation of 'aggravation' or 'aggression'. 'Causing aggro' or 'aggroing' in a video game means to attract hostile attention from NPCs or enemies to attack the player-character. 'Managing aggro' involves keeping aggressive NPCs from overwhelming the player or party.[12] The term may be facetiously used in reference to irritated bystanders ('wife aggro', 'mother aggro', etc). Also see hate and rushdown.
aimbot
A first-person shooter cheat that lets players instantly or near-instantly target other players without having to manually aim. In most cases, the aiming reticle locks on to a target within the player's line of sight and the player only has to pull the trigger. Aimbots are one of the most popular cheats in multiplayer FPS, used since 1996's Quake.[13]: 119  Compare to the feature auto-aim.
aiming down sights (ADS)

Also aim down sights.

Refers to the common alternate method of firing a gun in a first-person shooter (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 release
An initial, incomplete version of a game. Alpha versions are usually released early in the development process to test a game's most critical functionality and prototype design concepts. Compare with beta release.
alt
Short for 'alternate', the focus on gameplay/progression/development of other available characters (or classes) in a game after one has completed the development of a favored 'main' character. Compare with main.
always-on DRM
A type of digital rights management (DRM) that typically requires a connection to the Internet while playing the game.
analog stick

Also control stick and thumbstick.

A small variation of a joystick, usually placed on a game controller to allow a player more fluent 2-dimensional input than is possible with a D-pad.[14]
animatic
A partially animated storyboard with sound effects used during early game development.[15]
animation priority
A 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.[16]
Anti-Aim
A type of cheat commonly found in first-person shooter games that makes it difficult or impossible for the user's hitboxes to be hit. This can be achieved many ways, but the most common ones are rapidly moving the user's hitboxes, flipping hitboxes (usually backwards or sideways), and sending false packets to the server.
anti-RPG
A role-playing video game that subverts the typical elements of such games.[17] The term was coined by the video game Moon: Remix RPG Adventure.[18]
any%
A type of speedrun in which the player's objective is to reach the game's end goal as quickly as possible without regard to the normal intermediate steps. Compare to 100%.
AoE
1.  See area of effect
2.  Abbreviation of Age of Empires
arcade game
A coin-operated ("coin-op") video game usually contained in an upright, tabletop (cocktail or candy cabinet) or semi-enclosed sit-down 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.
area
See level.
area of effect (AoE)
Screenshot from FreedroidRPG showing an "area of effect", or AoE

A term used in many role-playing 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 spell 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: Splash damage

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 party). 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 turn-based games. 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.
ARPG
See action role-playing game.
arena mode
A 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 FPS
Arena shooters that use the first-person perspective.
arena shooter
Shooting games that are typically based on fast-paced gameplay and in a limited map or level space.
artificial intelligence (AI)
Algorithms used to generate responsive, adaptive or intelligent game behavior, primarily in non-player characters. Distinct from the computing science concept of 'artificial intelligence'.
assault mode
A game mode in which one team tries to attack (or capture) specific areas and the other team tries to defend those points.
asset flipping
The 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 gameplay
Cooperative 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.[19]
asynchronous gameplay
Competitive 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 mode
The attract mode for the arcade game San Francisco Rush: The Rock showcasing one of the racetracks available to play in the game

Also display mode and show mode.

A pre-recorded demonstration of a video game that is displayed when the game is not being played.[20]

Originally built into arcade games, the main purpose of the attract mode is to entice passers-by to play the game.[20] 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 gameplay. In the Atari 8-bit computers of the late 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.[21] 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.
Steyr AUG
An AUG is an abbreviated nickname for a long-scoped Burst Rifle, especially in Fortnite, as well as other shooter games. An AUG is a real gun, and the real inspiration for in-game Burst Rifles.
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 virtual reality replaces the physical environment with a simulated one.
auto battler
Also known as "auto chess", a 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-aim

Also aim-assist.

A game mechanic built into some games to decrease the level of difficulty by locking onto or near targets for faster aiming. Games utilize "hard" or "soft" aim settings to respectively either lock directly onto an enemy or assist the player's aim towards the enemy while giving some freedom of precision. Not to be confused with aimbot.
auto-run
A system in video games that causes the player-character to move forward without input from the user. The system is predominantly used in platform games, as well as being a toggleable feature in some open world and MMO games where users may need to travel long distances without the assistance of fast travel systems.
autosave
A 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 save points.
avatar
The player's representation in the game world. See also player-character.

B

[edit]
B2P
Buy-to-play, see games as a product.
B-hopping

Also bunny hopping.

Repeated use of the jump button while moving, which increases the character's momentum in some games. Originally a glitch in Quake 1 based games, a large portion of games have implemented it as a feature and gamers have taken into doing this.
backfill

Also backfilling.

A system of many competitive team-based multiplayer games that automatically finds a new player based on their skill level in an already existing game in case of one player leaving it. Usually only seen in casual modes to keep competitive integrity in ranked games.
badge

Also achievement.

An indicator of accomplishment or skill, showing that the player has performed some particular action within the game.
balance
Aspects 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 gameplay is a heavily debated matter among most games' player communities.
ban

Also banhammer.

In online games, the act of kicking a player from the server, and then employing means of preventing them from returning. This is usually accomplished using a blacklist. In some games, done in "ban waves" against cheaters to obfuscate how they were recognized as cheating in the game.
ban wave
See above.
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.[22]
battle pass
A 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 game
A video game genre that blends elements of survival games with last-man-standing 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.
best-in-slot
Any item or ability that can be considered the best possible option in a given slot. This can vary between players and playstyles, but commonly, any specific playstyle is likely to have either a single or a small set of items considered to be the best. This may be due to favorable effects, good match-ups against most opponents, or high stats. Typically abbreviated as BiS.
beta release

Also beta testing.

An early release of a video game, following its alpha release, where the game developer seeks feedback from players and testers to remove bugs prior to the product's commercial release. Games are usually almost finished at the beta stage.[23] See also closed beta and open beta.
blacklist
In 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 whitelist, 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.[24] 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.
board
See level.
booster pack
A random assortment of cards in digital collectible card games that players can buy or earn to add to their deck. See also lootbox.
boosting
In 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.[25][26]
bonus stage
A special level in which the player has a chance to earn extra points or power-ups, often in the form of a mini-game. Compare with secret level.
borderless fullscreen windowed
An 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.
boss
An 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.
bot
Short for robot. A non-playable character which is controlled by an artificial intelligence (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 pit
A hazard common in platform and action games, which consists of a deep hole or void with no visible bottom, presumably leading to a fatal drop. The player-character falling into this void typically results in an instant death (and the loss of a life) for the player, regardless of how much health 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.
buff
1.  An effect placed on a video game character that beneficially increases one or more of their statistics or characteristics for a temporary period. Compare to debuff.
2.  A change intended to strengthen a particular item, tactic, ability, or character, ostensibly for balancing purposes. Compare to nerf.
Buildcrafting
The ability in games to define the player-characters abilities by selecting appropriate gear, equipment, and accessories to optimize and maximize the character's performance in the game. The end results, known as builds, then are frequently shared to other players through various means.
bullet hell
A type of shoot 'em up where the player must generally dodge an overwhelmingly large number of enemies and their projectiles.
bullet sponge
Any 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 liquids. For example, an enemy soldier in a first-person shooter that requires several full magazines of ammunition to defeat, in comparison to other soldier types that are defeated in a handful of shots, would be a bullet sponge.
bullshot
A 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.[27]
button mashing
1.  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.[28]
2.  The rapid pressing of a single button to accomplish a task, especially in minigames. Sometimes, this requires the rapid pressing of two buttons simultaneously, or rapidly pressing any button.
breach
common name for the value that dictates how much stun a weapon deals.

C

[edit]
campaign mode

Also story mode and campaign.

A 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.
camping
1.  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 or, at best, griefing.[29] It is most common in first-person shooter games,[30] but is also frequent in fighting games with projectile-heavy characters.
2.  The act of waiting around a rare mob or player's spawn point, usually in MMOs. This may be known as spawn-camping or spawn-trapping.
capture the flag (CTF)
A common game mode 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.
carry
In team-based video games, when a player disproportionately contributes to the success of their team. For example, Team A's sole remaining player defeating the rest of Team B, thus saving Team A from a close defeat, would be considered carrying, as would one player on Team A having the most kills among the rest of their team. The term is usually but not always interpreted as indirect slander towards the rest of the team, though the term may also be used generally. 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 tilting
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 corruptor, 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 gaming
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.[31]
challenge mode
A 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 class
A job or profession that comes with a set of abilities as well as positive and negative attributes.[32] Most common in role-playing games, 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 experience 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).[33][34] A popular example of a class-changing system is the Job System in the Final Fantasy series.
character creator
An 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.
character select screen

Also character select.

A concept in games with multiple characters, a screen with names or pictures of all playable (and secret) characters with the possibility of stat listings.
charge shot
A 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.
cheat
A game code that allows the player to beat the game or acquire benefits without earning them. Cheats are used by designers to test the game during development and are often left in the release version.[15] See god mode, aimbot, ESP cheats, noclip mode, wallhack, and Konami Code.
cheating
To play the game unfairly; giving an unfair advantage via illegitimate means.
checkpoint
An 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 Game Over.
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.[35]
cheevo
See achievement.
chiptune
Music 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".[36]
choke
1.  When a player/team that is currently winning or expected to win a match performs unexpectedly poorly.[24]
2.  A feature of a playable map that funnels players and might restrict mechanics like movement (chokepoint).
cinematic
See cutscene.
circle strafing
An advanced method of movement in many first-person shooter (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.
clapped
Slang term for murdered, particularly in a 'clean' or belittling way, such as by a trickshot or a knife kill.
class
See character class.
class identity
The perception of a character class'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 game
A type of game where clicking (or tapping) the screen repeatedly is the only gameplay mechanic. See also idle game.
clipping
1.  Programming used to ensure that the player stays within the physical boundaries of the game world.[13]: 119  Also see noclip, a cheat where clipping is disabled.
2.  A 3D graphics process which determines if an object is visible and "clips" any obscured parts before drawing it. See also clipping (computer graphics).
clock/clocked
To 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. Also see rolling the score.
clone
A 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 beta
A beta testing period where only specific people have access to the game.
cloud gaming
A cloud gaming server runs the game, receiving controller input actions from and streaming audio and video to the player's thin client.
cloud save
The 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 cross-save.
clutch

Also clutching the game and coming in clutch.

Being 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.[37]
CMS
See also construction and management simulation.
coin-op
See also arcade game.
collision detection
The computational task of detecting the intersection of two or more game objects.
combo
A 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.[38]
competitive gaming
See electronic sports.
completionist
A particular kind of video game player who focuses on achieving 100% completion in the games they play.
compulsion loop
A cycle of gameplay elements designed to keep the player invested in the game, typically through a feedback system involving in-game rewards that open up more gameplay opportunities.
console
A 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 handheld consoles, to differentiate them from computers, arcade machines, and cell phones.
console generations
A 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".[39][40]
console wars
Refers 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 console generations, particularly the PlayStation and Xbox brands.[41]
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 rating
Classifying 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.
continue
A7Xpg 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 lives 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 arcade games, 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 game over screen.[42]

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.[42] The first arcade game to have a continue feature was Fantasy,[42] and the first home console cartridge to have this feature was the Atari 2600 version of Vanguard.[43]: 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.[42] Salen and Zimmerman argue that the continue feature in games such as Gauntlet was an outlet for conspicuous consumption.[44]

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. One example is Temple Run 2, where the price of a continue doubles after each failure, with an on-the-fly in-app purchase of the game's premium currency if required.
control pad
See D-pad.
control point (CP)
A game mode which involves the team capturing each required "capture point" in order to win the round or level.
control stick
See analog stick.
controller
A means of control over the console or computer on which the game is played. Specialized game controllers include the joystick, light gun, paddle, and trackball.
conversation tree
See dialog tree.
conversion kit
Special 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.
cooldown
The minimum length of time that the player needs to wait after using an ability before they can use it again. This is commonly done for game balance so less powerful abilities remain relevant.[45]
co-op
See cooperative gameplay.
cooperative gameplay (co-op)
Multiplayer gameplay where the players work together on the same team against computer-controlled opponents or challenges.[15]
corruptor
A computer program used either as or in conjunction with an emulator 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; unpredictable and outlandish animations; incorrect text or dialogue trees; flickering graphics or lights; incorrect or distorted audio; inconvenient invisible walls; lack of collision detection; and other forced glitches. Corruptions often result in the game becoming unwinnable, and may also result in unusual crashes and softlocks. See also real-time corruptor and ROM hacking.
couch co-op
A local cooperative video game that is designed to be played by multiple players on the same display screen, using split-screen.
cover system
A 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 first-person shooters. Many cover systems also allow the character to use ranged attacks in return while in cover although with an accuracy penalty.[46]
coyote time
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 platform games, 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.[47][48]
CPU
1.  Central processing unit; the part of the computer or video game which executes the games' program.
2.  A personal computer.
3.  A non-player character controlled by the game software using artificial intelligence, usually serving as an opponent to the player or players.
CPU versus CPU
See zero-player game.
cracked
1.  Software that has had its anti-piracy protections removed prior to being illegally distributed. See: Software cracking
2.  Being extremely good at something.
crafting
A game mechanic that allows the player-character to construct game items, such as armor, weapons or medicine from combinations of other items. Most MMOGs feature a crafting system.
cranking 90s
Commonly 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,[49] and "cranking" refers to how one must perform this repeatedly. "Cranking" 90s usually results in a tower being created.
credit-feeding
To complete an arcade game by using as many continues as possible. Prevalent in action games or shooters where the player is revived at the exact moment their character died during their previous credit. Some home conversions (such as AES versions of Neo Geo games) tend to limit the number of credits each player is allowed to use in a playthrough as a way of preserving the challenge, while other conversions (such as the ports in the Namco Museum series) impose no such limits in order to reproduce the original version as faithfully as possible. Compare with 1CC.
critical hit

Also crit.

A 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-buy
Ownership of a game on multiple platforms granted through a single purchase.
cross-platform
See multiplatform.
cross-platform play
Multi-platform versions of the same online games may be played together.
cross-progression
Similar to cross-save, when multi-platform games may share the player's current account details, including earned and purchased items, via a server.
cross-save
Multi-platform games may share the player's current state via a server.
Crowd control
A technique used primarily in massively multiplayer online games to limit or control how many enemies are hostile to the players so they can be picked off more easily.[50] Also see aggro.
CRPG
Abbreviation of computer role-playing game. It has the connotation of referring to "classic" games.[51]
crunch
A controversial but common labor practice in the video game industry where game developers have to work compulsory overtime, often uncompensated, in order to meet deadlines.[52]
CTF
See capture the flag.
cut-in
A 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.
cutscene

Also cinematic.

A game segment that exists solely to provide detail and exposition to the story. They are used extensively in MMOs and RPGs in order to progress the plot. Cut-scenes are more likely to be generated by the in-game engine while cinematics are pre-recorded.[15]
cybersport
See esports.

D

[edit]
D-pad

Also control pad and directional pad.

A 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.[14]
damage over time (DoT)
An effect, such as poison or catching on fire, that reduces a player's health over the course of time or turns.
damage per minute (DPM)
Used as a metric in some games to allow the player to determine their offensive power.
damage per second (DPS)
1.  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.
2.  A character archetype in MMOs and RPGs, specifically a character or class that is designed purely to deal as much damage as possible to enemies, as opposed to a tank or healer, who have other primary duties. Specific characters or classes may be considered "sub-types" of DPS, such as a "magic-DPS" as opposed to a "melee-DPS".
day one

Also day zero.

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 on-disc DLC, where the content is already a part of the game's data, but the player must pay to access it.
day zero

Also day one.

Before The day of release for a video game; often accompanied by a 'day-zero dlc' to allow early play time that users paid for the game before launch, or maybe extra cosmetics. or the purchaser gets things like the 'day-one DLC' on launch day, or some in game currency, where the developer offers content bundled in for buying the game "pre-launch". the 'Day-one DLC' is often associated with on-disc DLC, where the content is already a part of the game's data, but the player must pay to access it.
dead zone
1.  A region of the screen in video games in which the camera is controlled via free look 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 FPS games, and in racing games where it appears as Steering Deadzone.
deathmatch

Also free-for-all

A game mode in many shooter and real-time strategy games in which the objective is to kill as many other characters as possible until a time limit or kill limit is reached. Compare to last man standing.
Debug mode
A feature left in a game that the development team would use to test the game and check for bugs. There are many ways that they could have been implemented, such as a menu with selectable options, button combinations or a room with stuff useful for testing. Debug modes will tend to have many useful features for testing, such as being able to make the player invulnerable to damage, giving the tester every single weapon available, being able to warp to any part of the game as needed, being able to defeat any enemy in a single hit, and so on. There may also be the ability to modify the camera placement, such as for the purpose of taking screenshots to use for advertising purposes. Typically, these will be removed or hidden before the game is released to the public. Some games may leave them available to the player still, such as by making them be an unlockable option, or requiring a code to unlock it. In other cases, they may be entirely unavailable through normal gameplay and glitches or external hacking would be required to access them. This can also be referred to as a debug menu or a debug room.
Degrees of freedom
The 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)
In addition, special features of games may manipulate other dimensions not associated with the X, Y, & Z axes of 3D space as DoF, such as time, player state, macro-location (fast travel), map state, NPC visibility or other game parameters.
debuff
1.  The opposite of a buff, an effect placed on a character that negatively impacts their statistics and characteristics. Compare with nerf.
2.  Effects that nullify or cancel the effects of buffs.
demake
A type of video game remake for older generation hardware.
destructible environment
A game level in which walls and other surfaces can be damaged and destroyed.[15]
developer
The production company which makes a video game.[15]
development hell
An unofficial, indefinite "waiting period" during which a project is effectively stalled and unable to proceed. Projects that enter development hell are often delayed by several years, but are not usually considered to be formally cancelled by the publisher.
devolution
The act of running games and applications from storage media not originally supported for this use. For example, external hard disk drives or USB flash drives can be used on consoles that only officially support running games and applications from CD or DVD disks. Usually can only be done in modded game consoles.
dialog tree

Also conversation tree.

Found primarily in adventure games, a means of providing a menu of dialog choices to the player when interacting with a non-player character so as to learn more from that character, influence the character's actions, and otherwise progress the game's story. The tree nature comes from typically having multiple branching levels of questions and replies that can be explored.
difficulty
The level of difficulty that a player wishes to face while playing a game. At higher difficulty levels, the player usually faces stronger NPCs, limited resources, or tighter time-limits.
digital rights management (DRM)
Software tools for copyright protection. Often criticized, particularly if the DRM tool is overly restrictive or badly-designed.
directional pad
See D-pad.
display mode
See attract mode.
DLC
See downloadable content.
dolphin
In free-to-play games, a user who occasionally spends real-world money on in-game items or spends a modest amount, but not enough to be considered a whale.
Doom clone
An early term for first-person shooters, based on gameplay that mimicked that from Doom.
double jump
The action, when game mechanics allow, of a game character being able to execute two successive jumps, the second jump occurring in mid-air without coming into contact with anything. The player must then typically touch the ground before being able to jump again.[53]
down-but-not-out (DBNO)
A term for near-death state, typically found in team battle royale games, in which a player becomes incapacitated instead of dying after losing health points. Players in this state can be revived by teammates as long as they still have health.[54][relevant?]
downloadable content (DLC)
Additional content for a video game that is acquired through a digital delivery system.
DPM
See damage per minute.
DPS
See damage per second.
draft
A game mode associated with collectible card games including digital variants. A draft mode enables a player to create a deck of cards in such games by selecting one card of a number of randomly selected cards at a time. The player then uses the completed deck to play in matches against other players or computer opponents until they meet a certain win or loss record. Draft games contrast with constructed deck games, where players draw on their personal collections of cards.
drift

Also stick drift.

A typical malfunction that affects the analog stick(s) of a gamepad, in which its neutral position is set somewhere on its fringe, instead of the central position that it default maintains when the analog stick is unmoved. This can cause undesired gameplay effects, such as causing a character to constantly move or the game camera to constantly be locked to one skewed angle while the analog stick(s) is/are unmoved, depending on which stick is affected or the game's controls.
DRM
See digital rights management.
drop rate
The probability of obtaining a particular item from a loot box or booster pack in certain video games, particularly in games with microtransactions.
drop-in, drop-out
A type of competitive or cooperative multiplayer game that enables a player to join the game at any time without waiting and leave without any penalty, and without affecting the game for other players.
Dummied out
Refers to content that existed in a game during development and is in the code, but is not actually present in typical gameplay. Lots of aspects in a game can be this, such as cutscenes, weapons, characters (playable or not), items, missions or levels. There are many reasons why content may be subject to this, like if it was too buggy, if it was too unbalanced, if it was never intended to be released (like a weapon that's overpowered on purpose so the developers can get through the story easily), copyright issues (such as if a license to use a copyrighted character expired), if programming it couldn't be finished in time (such as to meet a release date), or any other reason.
dungeon

See also level

In an open world game such as an RPG, an enclosed area filled with hostile NPCs where the player is likely to come under attack. In this sense, it can be used to refer to literal "dungeons" or include any number of other places, such as caves, ships, forests, sewers or buildings. Dungeons may be maze-like or contain puzzles that the player must solve and often hide valuable items within to encourage player exploration.
dungeon crawl
A genre of video game that is based on exploring dungeons or similar setting, defeating monsters and collecting loot.
duping
Derived from the word "duplicating", the practice of using a bug to illegitimately create duplicates of unique items or currency in a persistent online game, such as an MMOG. Duping can vastly destabilize a virtual economy or even the gameplay itself.
dynamic game difficulty balancing
The automatic change in parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, with the aim of avoiding player boredom or frustration.
dynamic music
See adaptive music.[15][55]

E

[edit]
early access

Also software testing and Software release life cycle.

A development model where players are able to purchase and play a game as it currently stands, be it early in development or close to a full release. On the developer's end, early access allows them to gather player feedback and further the game's development with the money made from these sales. See also open beta.
Elo hell
The phenomenon of being stuck at a lower rank than is reflective of the player's true skill level in competitive video games that utilize the Elo rating system which may occur for various reasons, usually due to unbalanced matchmaking (where the player may happen to have teammate/s of inferior skill). Quite often, Elo Hell is not real, and used as a scapegoat when gamers don't want to admit their flaws, or cannot find them. The term is quite frequent in games like Counter-Strike 2, where low-ranking players with high mechanical skill claim that they 'aught to be Global Elite' (the highest rank in the game), but fail to prepare for fights, manage their in-game money, or communicate strategies to their teammates.
emergent gameplay
Gameplay that develops as a result of player creativity, rather than the game's programmed structure.[15] EVE Online is well-known for its emergent gameplay, which allows player-formed alliances to fight extended 'wars' over valuable territory and resources, or simply become 'space pirates' and prey on other player-operated vessels.
emulator
A software program that is designed to replicate the software and hardware of a video game console on more modern computers and other devices. Emulators typically include the ability to load software images of cartridges and other similar hardware-based game distribution methods from the earlier hardware generations, in addition to more-traditional software images.
end game
The gameplay of a given title at the climax of its storyline or campaign, and is followed by the postgame.
end game loop
The gameplay available in a massively multiplayer online game for characters that have completed all of the currently-available content. Repeatable content after the climax of the storyline or campaign.
endless mode
A game mode in which players are challenged to last as long as possible against a continuing threat with limited resources or player-character lives, with their performance ranked on how long they survive before succumbing to the threat (such as the death of the player-character) or on score. This mode is typically offered in games that otherwise have normal endings that can be reached, providing an additional challenge to the players once the main game is completed.
endless runner

Also infinite runner.

A subgenre of platform game in which the player character runs for an infinite amount of time while avoiding obstacles. The player's objective is to reach a high score by surviving for as long as possible.[56]
enemy
A non-player character that tries to harm the player.
energy
1.  A game mechanic using a character resource-pool which governs how often the character is allowed to use a special ability.
2.  How often a player is allowed to play a particular free-to-play game; energy can be replenished instantly with an in-app purchase, or replenished slowly by waiting and not playing the game.
3.  (Usually in futuristic games) The player's health.
engine
See game engine.
environmental storytelling
Story that is conveyed via the physical design or set dressing of a game's world, rather than cutscenes or dialogue.[57]
ESP cheats (extra-sensory perception cheats)
A package of multiple cheats. e.g., "distance ESP" shows the distance between the enemy and the player, "player ESP" makes enemies highly visible, and "weapon ESP" shows enemy weapons.[13]: 120 
esports

Also electronic sports, e-sports, eSports, competitive gaming, cybersports and professional gaming.

Organized competitions around competitive video games, often played for prize money and recognition.
experience point (XP, EXP)
In games that feature the ability for the player-character to gain levels, such as role-playing video games, experience points are used to denote progress towards the next character level.
expansion pack (Add-on)
An addition to an existing role-playing game, tabletop game, video game or collectible card game. These add-ons usually add new game areas, weapons, objects, characters, or an extended storyline to an already-released game.

F

[edit]
F
Shorthand for an expression of sympathy when an unfortunate event occurs. The term originates from an internet meme based on a quicktime event from Call of Duty: Advanced Warfare.[58] The expression is often used in a sarcastic or mocking manner.
face button
A usually circular button on the right side of a traditional gamepad that is pressed very frequently in normal gameplay. Modern gamepads usually have four arranged in a diamond formation.
fangame
A video game made by fans, based on one or more established video games. Retrogamers may clone early video games to take advantage of more advanced hardware and game engines.
farming
Repeating a battle, quest, or other part of a game in order to receive more or duplicates of specific reward items that can be gained through that battle or quest, such as experience points, game money, or specific reward items. Gold farming is a type of farming done for in-game currency. See grinding.
fast travel
Common in role-playing games, a means by which to have the player-character(s) teleport between already-discovered portions of the game's world without having to actually interactively move that distance.[59]
fear of missing out (FOMO)
A term used around ongoing games with rotating content, the "fear of missing out" is an expression related to the psychological and social anxiety effect for players concerned about missing the opportunity to obtain limited-time items while they are available and thus devote more time and resources into the game as to obtain those items. This can include additional expenditures for microtransactions for free-to-play or freemium games.[60]
feed
In MOBAs, to consistently die to an enemy team or player (either intentionally or due to inexperience), providing them with experience, gold, map pressure, or other advantages.
field of view (FOV)

Also field of vision.

A measurement reflecting how much of the game world is visible in a first-person perspective on the display screen, typically represented as an angle. May also refer to the general amount of the game world that is visible on the screen, typically in games where being able to see a lot at once is important, such as strategy games and platformers.
final boss
See boss.
first-party developer
A developer that is either owned directly by a console maker or has special arrangements with the console maker; such developers have greater access to internal details about a console compared to traditional developers. A developer that isn't owned by a console maker but have special arrangements with them may be referred to as a second-party developer, instead. Games developed by a first-party developer are often referred to as 'first-party games.'
first-person
A graphical perspective rendered from the viewpoint of the player-character.
first-person shooter (FPS)
A genre of video game where the player experiences the game from the first-person perspective, where the primary mechanic is the use of guns and other ranged weapons to defeat enemies.
flashing invulnerability

Also invincibility frames, invulnerability period, mercy invincibility.

An invincibility or immunity to damage that occurs after the player takes damage for a short time, indicated by the player-character blinking or buffering.[citation needed]
flip-screen
A game environment divided into single-screen portions, similar to individual tiles in a maze. Players see only one such screen at a time, and they transfer between screens by moving the player-character to the current screen's edge. The picture then abruptly "flips" to the next screen, hence the technique's name.[61][62] UK magazines also refer to this as flick-screen.[63]
fog of war
The player cannot see enemy activity beneath the greyed-out fog of war.
Common in strategy games, a 'fog' covers unobservable areas of the map and hides any enemy units in that area.
foozle
The final boss in a game.
FotM
Acronym for "Flavor of the Month", referring to a new meta that emerges after an update making certain classes or builds more desirable, that will only last a short amount of time. The phrase originated in the World of Warcraft community, but is also used in MOBA's.[64]
FOV
See field of view.
FPS
1.  An abbreviation for first-person shooter.
2.  An abbreviation for frames per second. See frame rate.
frag
To kill or achieve a kill in a game against a player or non-player opponent.[65] See also gib.
frame rate
A measure of the rendering speed of a video game's graphics, typically in frames per second (FPS).
frame-perfect
An action that must be performed within a single frame for perfect execution.
free look
1.  To be able to look around the map freely, usually limited by typical mechanics of the game such as the boundaries of the game world. This is usually an ability that is disabled to common users, but left in the game coding as a developer's tool and is unlockable if the proper code is known. May also be allowed by a non-player in a multiplayer game to allow seeing every player's progress, especially in e-sports. Typically eliminates fog of war in relevant games.
2.  Also called mouselook, a method of control where the player uses the computer mouse to indicate the direction they desire the player-character to look.
freemium
A pricing strategy by which a product or service (typically a digital offering or an application such as software, media, games or web services) is provided free of charge, but money (premium) is charged for additional features, services, or virtual (online) or physical (offline) goods.
free-to-play (F2P or FtP)
Games that do not require purchase from a retailer, either physical or digital, to play. Highly prevalent on smartphones, free-to-play games may also provide additional gameplay-enhancing purchases via an in-app purchase. Games that require in-app purchases in order to remain competitive, or gamers who engage in said purchases, are known as pay to win (P2W). Compared to the P2W players, F2P players are often looked down upon. (Compare 'freemium', a free-to-play game that follows such a model.)
full combo (FC)

Also full perfect combo (FPC).

A term used most commonly in rhythm games, when the player hits every note in a song with no mistakes, therefore never breaking a combo.[66] Often results in the highest possible score on said song.

G

[edit]
GaaS
See games as a service.
gacha game
A genre of video game that implements the gacha (toy vending machine) mechanic. Similar to loot boxes, gacha games induce players to spend in-game currency to receive random in-game items or characters. The gacha mechanic is considered integral to the gameplay or player progression of gacha games, whereas loot boxes would not change the gameplay of the games they're attached to in a significant way if they were removed or replaced with a different reward system.
gambling
Playing games of chance for real money or in-game currency. In video games, loot boxes are commonly associated with gambling.[67][68]
game design
The use of design and aesthetics to create a game. Compare with video game design.
game engine
The codebase on which a game runs. There are different subsets of engines, such as specialized ones for physics and graphics.[15] Often the game engine is only middleware which game specific behaviours are built upon, though end-users do not tend to make this distinction.
game jam
An event where participants try to develop a game from scratch in a very short amount of time, often with a theme determined by the organiser of the jam.[69]
Game launcher
An application program for personal computers use to launch one or more games, rather than launching the game directly. Launchers typically include additional services from the software developer to provide middleware such as friends and matchmaking services, content updating, digital-rights management, and cloud saving. A game launcher may also provide features of a digital storefront to purchase and download games. Launchers include those designed by publishers specifically for their games, such as Battle.net or Ubisoft Connect, or may be a general platform to support first- and third-party games like Steam and Epic Games Store.
game localization
See localization.
game mechanics

Also gameplay mechanics.

An overarching term that describes how a particular game functions and what is possible within the game's environment; the rules of the game. Typical game mechanics include points, turns or lives. An unanticipated and novel use of game mechanics may lead to emergent gameplay.
game mode

Also gameplay mode.

A distinct configuration that varies game mechanics and affects gameplay, such as a single-player mode vs a multiplayer mode, campaign mode, endless mode, or god mode.
game over
1.  The end of the game.
2.  The losing screen shown when a loss condition is met.
game port
When a game is ported from one platform to another. Cross-platform ports are often criticized for their quality, particularly if platform-specific design elements (such as input methods) are not updated for the target platform.
Games as a Product

Also Buy-to-play.

A type of business model where games are bought and sold once as a finished product that receives few to no further content updates, as opposed to games as a service where games receive content updates in the long-term on a continuing revenue model.
Games as a Service (GaaS)

Also Live Service Games.

A type of business model where games receive content updates in the long-term on a continuing revenue model, as opposed to games as a product, where a game is bought and sold once as a finished product that receives few to no further content updates.
game save
See saved game.
Game sense
Situational and environmental awareness in a game, and the decision-making based on this awareness.[70][71]
game studies
A field of social sciences that attempts to quantify or predict human behavior in various game-based scenarios, often where there is a reward or risk in taking certain actions.
game world
The location in which a game's action takes place. May refer specifically to the game's environmental components, i.e., its constituent rooms, levels, worlds, and overworld,[72] or more broadly also encompass the game's mechanics and setting.[73]
gameplay
A player's interaction with a video game, defined through game rules, player-game interface, challenges, plot, and the player's connection with the game.
gamer rage
See rage quit.
gamethrowing
Losing a game on purpose, or losing a game badly. Mostly used in competitive, team-based games.[24]
gank
To use the element of surprise to flank and attack an enemy. More common in multiplayer games, where 'ganking' usually indicates an unwelcome attack on an unwilling or unsuspecting participant.[74]
gating
Part of a game's design that regulates how new gameplay elements, levels, weapons, abilities, or the like are introduced to the player.[75]
GG
Abbreviation meaning "good game". Used as parting words exchanged at the end of a competitive game or match as a gesture of good sportsmanship. "GGWP" (good game, well played) is also used. "GF", a similar term to GG is also used it means "Good Fight". Due to this abbreviation being synonymous with a game's end, it is often used by spectators to indicate a situation, action or a move where a win of a particular player is obvious (e.g. "This attack just wiped all the blue player's forces, that's a GG"). It can also be used to taunt players while a game is still in progress as an implication that their win is assured. Insulting variations, such as "GGEZ" (good game, easy) can similarly be used to imply the opposing player is unskilled.
ghost
A feature included in time attack or time trial modes in video games allowing the player to review their previous rounds. In racing games, for example, a "ghost car" may follow the last or fastest path a player took around the track. In fighting games, the ghost is an opponent that the computer AI player can train against outside of normal player versus player or story mode.[clarification needed] 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.[76] 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 collide with the player and other vehicles, and are fully visible to the player. In some rhythm games, 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.
Gibs in OpenQuartz
gibs
Or "giblets", gore and body chunks which fly from a game opponent when hit with such force that they rupture.[15]
gimp
1.  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.
Git gud
Slang rendering of "get good", often used to dismiss complaints about difficulty, especially within the soulslike genre, by implying the addressee has not yet learned the game's mechanics. While it can be used in a positive and encouraging manner, it has been accused of fostering elitism and hostility towards non-gamers when used to insult struggling players.[77]
GLHF
Abbreviation meaning "good luck, have fun". Used as words exchanged at the beginning of a competitive game or match as a gesture of good sportsmanship.[78]
GOAT

Also goated.

Acronym for Greatest Of All Time.
GOTY
Acronym 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 mode

Also: infinite health, infinite life, invincibility, invulnerability

A cheat that makes player-characters invulnerable.[13]: 119  Occasionally adds invincibility, where the player can hurt enemies by touching them (e.g., the Super Mario Super Star).[79]: 357  The effect may be temporary.[80] See flashing invulnerability.
god roll
In 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 farming
See farming.
gold sink
In-game activities that receive currency (gold) from players; in online multiplayer games, this functionally reduces the overall money supply[81]
gone gold
The 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 filter
A setting that controls whether the game displays graphic violence.[82]
griefer
A player in a multiplayer video game who deliberately irritates and harasses other players within the game, such as camping spawn points.[23][83] Griefers typically use actions permitted in-game; griefers who do not use intended or permitted actions are usually cheating or hacking. Many online multiplayer games enforce rules that forbid griefing.
grinding
Performing 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.

H

[edit]
Hack vs Hack
Hack vs Hack (HvH) refers to using cheats to compete against other players using cheats.
handheld console
A portable gaming console; i.e. one that is not connected to a TV or other peripheral device. Nintendo's Game Boy is the most-recognizable example.
hate
A mechanism by which non-player characters prioritize which player(s) to attack.[12] See aggro.
head bob
In 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.
headshot
An attack that strikes the head of its target, causing extra (often fatal) damage. See critical hit.
head swap
An animation technique in which a new head is put on an existing character model, to save memory or animation effort.
heal over time (HoT)
An effect that restores health over a period of time; antonym of DoT.
health

Also hit points (HP).

An 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 map
In video games, an overhead representation of a game level showing, through background game data collection, a statistic such as where player characters died or which route players took the most. 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 game
A subgenre of puzzle video games in which the player must find items from a list that are hidden within a scene.
high score

Also hi-score.

The highest logged score in a video game. See also leaderboard.
hit marker

Also damage ring.

A visual effect that occurs every time the player-character lands a hit on the opponent; commonly seen in first-person shooter games like Call of Duty.
hit points (HP)
See health.
hitbox
1.  (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)
2.  (used when not distinguishing between hitbox and hurtbox) The virtual envelope describing precisely where the game will register any hits on a game target. See hurtbox
hitscan
Commonly seen in first-person shooters, 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.
HOPA
Acronym for Hidden Object Puzzle Adventure. See See hidden object game.
horde mode
See survival mode.
hurtbox
See hitbox.

I

[edit]
idle animation
An animation that occurs when the player character is not performing any actions.
idle game
A type of game where player progression happens without the player's input, and often even while the game is closed. See also clicker game.
iframes

Also i-frames.

See invincibility frames.
in-app purchase (IAP)
A microtransaction in a mobile game (or regular app), usually for virtual goods in free or cheap games.[5]
indie game

Also independent video game.

Loosely defined as a game made by a single person or a small studio without any financial, development, marketing, or distribution support from a large publisher, though there are exceptions.
infinite health
See god mode.
infinite life
See god mode.
infinite runner
See endless runner.
influencer
A 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 streaming sites, with the intent that those subscribers will be influenced to buy the game.
item level
A number attached to a game item – e.g.: weapon, armor, or clothing – which roughly indicates the item's power, commonly seen in MMORPGs. A character who does not meet the required level of the item would be unable to equip it.
instance
See dungeon.
interface

Also heads-up display (HUD).

Graphic elements that communicate information to the player and aid interaction with the game, such as health bars, ammo meters, and maps.[15]
inventory
A menu or area of the screen where items collected by the player-character during the game can be selected.[15] This interface allows the player to retrieve single-use items for an instant effect or to equip the player-character with the item.
inventory management
Preparations a player makes with their character's inventory, such as storing or retrieving items, repairing weapons, etc. Failure to manage an inventory properly may result in losing rare items or being less powerful in combat. Common in hardcore games with limited resources like RPGs and survival horror, while uncommon in more casual titles, which may have an infinite inventory or manage it automatically.
invincibility
See god mode.
invincibility frames
A brief period of time where a player can't take damage from attacks. Invincibility frames are most commonly triggered by a player action (such as dodging or rolling), by taking damage or as a short period of safety after respawning. See also flashing invulnerability.
invisible wall
An obstruction in a video game that halts movement in a specific direction, even though terrain and features can be seen beyond the boundary.
invulnerability
See god mode.

J

[edit]
joke character
A character included in a game for humorous reasons, such as having weak stats or an atypical appearance or personality. They may also function as an additional challenge or handicap for skilled players.
joystick
An 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 analog stick on top.
JRPG
Japanese role-playing video game, typically referring to a subgenre of RPGs that originate from Japan.
juggernaut
Refers 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.[84][85]
jump
A basic move where the player jumps vertically.[79]: 100–101 

K

[edit]
kick
In 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 griefing (where it is usually a precursory measure to banning); to reduce issues like lag, where one player's lag problems may affect other players’ enjoyment of the game; or to prevent server crashes when communication errors occur between the server and client.
kill-death ratio (K/D ratio or KDR)
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.
KDA
Abbreviation 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 farming
When players are stationed near their opponent's spawn point and kill them the moment they respawn.
kill feed
In 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 screen
Level 256 in Pac-Man is unbeatable due to a bug associated with an integer overflow in the game's code.
A stage or level in a video game (often an arcade game) that stops the player's progress due to a software bug.[86] Not to be mistaken for a game over screen, kill screens can result in unpredictable gameplay and bizarre glitches.[87]
kill stealing
Defeating 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.
King of the Hill (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.[88][89]
kit
The set of skills and abilities given to a pre-defined playable character in games featuring many such characters to choose from, such as many MOBAs or hero shooters.
kiting
1.  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-back
A game mechanic in a fighting game or platform game 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.[90] 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 Code
The Konami Code
A 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".

L

[edit]
lag
In 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 frame 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 kicked.
laner
A player role in MOBA games that focuses on one of the typically three lanes on the map.
LAN party
A gathering of people who play multiplayer games together over a local network, often bringing their own computers or game systems with them. LAN is an acronym for Local Area Network.
last hitting
The action of getting the killing blow on an NPC, receiving gold and experience points that would have been reduced or awarded to someone else. MOBA games, such as League of Legends and Dota 2 use this term and most other games use "kill stealing".
last man standing
A multiplayer deathmatch mode in which the objective is not to achieve the most kills but to survive the longest, or alternatively to have the fewest character deaths in a given period of time.
launch game
A game released simultaneously with its respective platform, or during its near-term launch window.
leaderboard
A list or table logging the highest scores achieved in a particular game. See also high score.
Let's Play (LP)
A type of video game walkthrough done by players, through screenshots or video, where the player provides commentary about the game as they work through it.[91]
level
1.  A location in a game. Also area, map, stage, dungeon. Several levels may be grouped into a world. Some games include special bonus stages or secret levels.
2.  A character's experience level in a role-playing game, which increases through playing the game to train a character's abilities. It serves as a rough indicator of that character's overall proficiency.
3.  A round or wave in a single-location game with increasing difficulty.
See also difficulty level, item level, wanted level.
level editor
A program, either provided within the game software or as separate software product, that allows players to place objects or create new levels for a video game.
level scaling
A game mechanic in games where the player advances in level, which alters the attributes of a player character or opponents so that there is a similar challenge in combat. If the player character is several levels higher, either the enemy would be buffed or the player's abilities nerfed so that the challenge would be similar. The player would still gain added benefits with higher levels, such as additional abilities, better equipment with unique properties, and access to higher-level quests or areas. Examples of games with level scaling include World of Warcraft and Destiny.[92]
LFG
Abbreviation of Looking For Group. Used by players looking to team up with others, the acronym is usually accompanied by a set of criteria or a player's specs.
LFM
Abbreviation of Looking For More. Used by players who have an incomplete team and are looking for players to fill the remaining spots, the acronym is usually accompanied by a set of criteria (such as a level or class requirement).
life
One of multiple chances that a player has to retry a task after failing. Losing all of one's lives is usually a loss condition and may force the player to start over. It is common in action games for the player-character to have multiple lives and chances to earn more during the game. This way, a player can recover from making a disastrous mistake. Role-playing games and adventure games usually give the player only one life, but allow them to reload a saved game if they fail.[93][94] A life may similarly be defined as the period between the start and end of play for any character, from creation to destruction.[95]
lifesteal (or "life steal")
The ability of a character in game to steal the HP of an opponent, typically by attacking.
light gun
A specialized type of game controller that the player points at their television screen or monitor to interact with the game.
live service games
See Games as a service.
loadout
A specific set of in-game equipment, abilities, power-ups, and other items that a player sets for their character prior to the start of a game's match, round, or mission. Games that feature such loadouts typically allow players to store, recall, and adjust two or more loadouts so they can switch between them quickly.
localization
During publishing, the process of editing a game for audiences in another region or country, primarily by translating the text and dialog of a video game. Localization can also involve changing content of the game to reflect different cultural values and censoring material that is against local law, or in some cases self-censoring in an effort to obtain a more commercially favorable content rating.
longplay
A recorded playthrough of a game from the beginning to the end without any interruptions or commentary, often made as video walkthrough guides in case players get stuck on some parts of the game. Compare with Let's Play.
local co-op
See couch co-op.
local multiplayer
A multiplayer game that can be played over a local network, such as LAN or WLAN, without needing to be connected to the wider internet.
loot box
Loot boxes (and other name variants, such as booster packs for online collectible card games) are awarded to players for completing a match, gaining an experience level, or other in-game achievement. The box contains random items, typically cosmetic-only but may include gameplay-impacting items, often awarded based on a rarity system. In many cases, additional loot boxes can be obtained through microtransactions.[96]
loot system
Methods used in multiplayer games to distribute treasure among cooperating players for finishing a quest. While early MMOs distributed loot on a 'first come, first served' basis, it was quickly discovered that such a system was easily abused, and later games instead used a 'need-or-greed' system, in which the participating players roll virtual dice, and the loot is distributed according to the results.
low%
Finishing or completing the end objectives of the game while having the lowest possible score/using the least number of items.[97]

M

[edit]
macro
1.  The handling of larger scale decisions, primarily in real-time strategy games. See also micro.
2.  An usermade algorithm made-up of series of different actions such as spells or abilities made in order to save the player time and gain an advantage in PvP or just quickly shout certain cliché phrases, especially popular in MMORPGs.
magic
Any of a variety of game mechanics to render fantastical or otherwise unnatural effects, though accessories (scrolls, potions, artifacts) or a pool of resources inherent to the character (mana, magic points, etc).
main
To focus on playing a certain character in a game, sometimes exclusively.
main quest
A chain of quests that compose a game's storyline which must be completed to finish the game. In comparison, side quests offer rewards but don't advance the main quest.
map
See level.
mana

Also magic points.

A pool of resources inherent to a character that determines the amount of magical abilities they are able to use.
masocore
A portmanteau of masochist and hardcore, referring to a genre of punishingly difficult games, particularly the Dark Souls series and related Soulslikes as well as indie games such as I Wanna Be the Guy and Super Meat Boy.[98] The genre is popular among hardcore gamers. See also Nintendo hard.[99][100]
massively multiplayer online game (MMO)
A game that involves a large community of players co-existing in an online world, in cooperation or competition with one another.
massively multiplayer online role-playing game (MMORPG)
An MMO that incorporates traditional role-playing game mechanics. Games such as EverQuest and Dark Age of Camelot were progenitors of the genre. The most popular and most well-known game of this type is World of Warcraft.
match-3 game
A popular subgenre of the tile-matching video game genre, where the number of tiles matches a player must make is three. Well-known match-3 games include Bejeweled and Candy Crush Saga.
matchmaking
A game system that automatically sorts players with similar playing styles, desires, objectives, or skill levels into a team or a group. In competitive games or modes, a matchmaking rating (MMR) is a number assigned to each player based on skill and is the basis for matching players. This rating goes up or down based on individual or team performance.
maxed out
1.  Reaching the maximum level that a character (or in some cases, a weapon or other game item) can have.
2.  Raising a character's statistics to the maximum value.
3.  In real-time strategy games, recruiting units until the maximum number is reached.
meta
A common slang term for metagame or dominant strategy. Clipping of metagame. See also cheese.
metagame
1.  In games that encourage repeated playthroughs and match-based multiplayer games, the gameplay elements that are typically not part of the main game but can be invoked by the player to alter future playthroughs of the main game.
2.  A dominant strategy or set of strategies, often in the context of a competitive game.
metastory
The sum total of all known or implied stories of every character in the game, every branching storyline, and all potential outcomes and backstory.[15]
Metroidvania
A genre of exploration-focused games, usually featuring a large, interconnected world. Access to certain areas and defeating certain enemies requires items found elsewhere, necessitating exploration and defeating enemies to obtain them. These games are usually side-scrolling platformers or viewed from the top-down, although they can be found in 3D as well. Many borrow features from Roguelike games, such as permanent death. Named for two pioneers of the genre, the Metroid and Castlevania series.
micro
The handling of detailed gameplay elements by the player. See also macro.
microtransaction
A business model used in games where players can purchase virtual goods via micropayments. Usually disliked by players, especially when the purchasable goods give players an advantage over players who did not purchase the goods. See also in-app purchase.
minimap
A smaller version of the play area, typically displayed in the corner of a players screen used for navigating the game world. May also display locations of friendly or enemy players. See also Radar.
min-maxing
1.  The practice of playing a role-playing game, wargame or video game with the intent of creating the "best" character by means of minimizing undesired or unimportant traits and maximizing desired ones.[101] This is usually accomplished by improving one specific trait or ability (or a set of traits/abilities) by sacrificing ability in all other fields. This is easier to accomplish in games where attributes are generated from a certain number of points rather than in ones where they are randomly generated.[102]
2.  Playing the meta, at possible detriment to the story or enjoyment of the game. Colloquialism.
miniboss
See boss.
minigame
A 'game-within-a-game', often provided as a diversion from the game's plot. Minigames are usually one-screen affairs with limited replay value, though some games have provided an entire commercial release as a 'mini-game' within the primary game-world. See also bonus stage, secret level and game mode.
mission
See level and quest.
MMO
See massively multiplayer online game.
MMORPG
See massively multiplayer online role-playing game.
MMR
See matchmaking.
mob
An in-game enemy that roams a specific area. Abbreviation of "mobile", it was first used in text-based online games in reference to non-player characters.
MOBA
See multiplayer online battle arena.
mod
A third-party addition or alteration to a game. Mods may take the form of new character skins, altered game mechanics or the creation of a new story or an entirely new game-world. Some games (such as Fallout 4 and Skyrim) provide tools to create game mods, while other games that don't officially support game modifications can be altered or extended with the use of third-party tools.
mode
1.  Technical or non-play modes for the hardware or software of a video game, such as a diagnostic or configuration mode, video or sound test, or the attract mode of arcade games.
2.  Gameplay modes which affect the game mechanics. See game mode.
monetization
A broad term referring to various methods game developers and publishers have to make money off of their games.
motion blur
A post-processing effect that emphasizes movement and speed.
motion control
A game system that requires physical movement by the player to control player character actions. Popularized by the Wii, motion control is available on most recent console and handheld systems.[23]
mouselook
See free look.
moveset
The set of moves or actions that a character can perform
MP
1.  Abbreviation of magic points.
2.  Abbreviation of multiplayer.
MUD

Also multi-user domain, multi-user dungeon.

A multiplayer real-time virtual world, usually text-based.
mudflation
An online game virtual economy phenomenon in which endgame players become rich in currency and drive down the cost of rare items.[103]
multi-load games
Games, typically from the 1980s, that would only load one portion of the game into memory at a time. This technique let developers make each in-memory portion of the game more complex.[104][page needed][105][self-published source?]
multiplatform

Also cross-platform.

A game which can be played on multiple platforms.
multiplayer
A game that allows multiple players to play at once.
multiplayer online battle arena (MOBA)
A genre of video game popularized by Defense of the Ancients that pits teams of players to defend their home base from enemy onslaughts.
multiple character control
A feature of role-playing video games where the player controls multiple characters in real-time. The PlayStation 2 was first with this feature in the Summoner and Dynasty Warriors series.
multiple endings
When a game's story has multiple final outcomes, as compared to a linear story which typically ends with the defeat of the game's final boss. Players may have to meet certain requirements in order to view each ending.
multiplier
1.  In games with a scoring system, a gameplay element that increases the value of the points earned by the given multiplier value while the multiplier is active. A common feature of most pinball tables.
2.  Refers to the specific factor which changes a playable character or enemy's attributes, either inherently or due to a temporary buff or debuff.

N

[edit]
nerf
A change, usually a patch, intended to weaken a particular item, tactic, ability, or character, ostensibly for balancing purposes. Contrast with buff.[106]
New Game Plus (NG+)
An option to play through an already-completed game's story again, carrying over characters, attributes, or equipment from a prior playthrough.
newbie (newb)
Someone new to the game, generally used as a pejorative, although often light-heartedly. Not as pejorative as noob.
noclip mode
A cheat that allows players to pass through normally impenetrable objects – walls, ceilings, and floors – by disabling clipping.[13]: 119 
no johns
A term meaning "no excuses", generally used when a player proclaims false or exaggerated reasons for not playing well. Originates from the competitive Super Smash Bros. Melee community.
non-player character (NPC)

Also CPU.

Abbreviation of non-player character or non-playable character, is a computer-controlled character or any character that is not under a player's direct control.
noob
A pejorative used to insult a player who is making mistakes that an experienced player would be expected to avoid. Sometimes spelled as n00b. See newbie.
no-scope
When a player uses a sniper rifle to achieve a kill without using its scope. Considered skillful, especially at range, as hipfired weapons usually have poor accuracy. Similar to quickscoping.
note highway
A visual element of most rhythm games that show the notes the player must match as they scroll along the screen. This is more commonly considered a "highway" when the notes scroll down the screen on a perspective-based grid, making it appear as a road highway.[citation needed]
nt
Meaning "Nice try". Generally said through a chat function in online multiplayer games to boost the morale of players. Can be directed towards both the friendly and enemy teams. Used when teammates or opponents fail after trying something new, or put in large amounts of effort towards the objective to no avail.[107] "Nice try" could also be used in a condescending manner to mock opponents.
nuke
A spell or skill that is capable of dealing a large amount of damage to its target. Also in the context of video games, "nuking" may also describe the act of using a nuclear weapon while playing the game, such as the atomic bomb in Call of Duty games. In an MMORPG, nuking may differ in meaning between different communities.[108] For example, to some individuals, to "nuke" is to deal the most possible damage to the most enemies possible (almost exclusively by means of an area of effect skill), whereas other individuals use the term by referring to the highest possible damage to a single target in the shortest amount of time, also known as a spike. Some individuals believe that the player, or players, nuking must do so by means of ranged combat (that is, out of melee range); others make no such distinction. It can also mean to critical hit often or just to deal high standard damage. In a real-time or turn-based strategy game, the term "nuke" has one distinct use. It can describe the tactic of attacking an opponent's specific (often high-priority) units with high-damage spells in order to kill them or force (or strongly encourage) the opposing player to remove them from battle. Such usage is common in Warcraft III, in which "Heroes" are frequently the targets and attackers due to their relative high priority and common faculty for high-damaging spells.

O

[edit]
oddball
A game mode in the Halo-series and a few other first-person shooters, where players on opposing teams attempt to capture and then hold on to a ball for as long as possible, while the opposing team tries to eliminate the player holding the ball in an attempt to get it back.[109]
old-school gaming
See retrogaming.
on-disc DLC
Content that is on the physical media (usually a disc) of a game, but cannot be accessed without buying the content separately. Usually day-one DLC is assumed to be this, but not always. This term also includes data which is downloaded with a downloadable game but not accessible without payment. Not used for free-to-play or freemium games.
on rails
A term that refers to gameplay in which the player can only progress in one direction with limited exploration or branching, similar to a dark ride at theme parks. While this is expected in certain genres, like rail shooters, it may be criticized in genres that normally allow for more exploration.
one-shot
1.  To eliminate within a very short time frame, usually with only one shot or ability.
2.  When an enemy is low on health and one shot away from elimination.
one-trick
When a player continually chooses to play as a specific character in a wide roster and often refuses to switch.[110]
online game
A game where part of the game engine is on a server and requires an Internet connection. Many multiplayer games support online play.
open beta
The opposite of a closed beta; the test players are not bound by non-disclosure agreements and are free to show the game to others. See also early access.
open world
A game world where the player has much greater freedom in choosing the order that they visit areas within the world, rather than being restricted to a pre-defined or heavily constricted order of visiting areas. While 'open world' and 'sandbox' are sometimes used interchangeably, the terms refer to different concepts and are not synonymous.
OTP
Abbreviation of one-trick pony, often used pejoratively, but can also be used boastfully if the person can consistently carry their team.
Overextend
When a player or group of players are moving or moved far into the map where it could be the enemy's territory where they will be most likely outnumbered and destroyed.
overpowered (OP)
An item, ability or other effect that is too powerful, disrupting game balance. Often a controversial term.
overwatch
In turn-based tactics games, a character ends their turn and fires upon any enemies who enter their line of sight, providing covering fire for other characters.[111]
overworld
1.  In open world games such as RPGs, an area that serves to connect other areas of the game world.
2.  In platform games, levels that are considered above-ground, in contrast to cave-like levels which are referred to as underworlds.

P

[edit]
pacifist run
An attempt to reach the ending of a game while defeating as few enemies as possible, often exploiting various bugs and glitches.
pack-in game
A game that is included with the purchase of a video game console as a form of product bundling. See also launch game.
paddle
A game controller that primarily included a large dial that could be turned either clockwise or counter-clockwise to generate movement in one dimension within a game.
palette swap
Video game characters which are graphically similar except for a hue-shifted palette. Typically done to preserve resources or data space that would otherwise be used up by different designs for the same character, especially for games with sprite-based graphics, though other reasons may exist for palette swaps, such as differentiating similar-looking characters with different properties (e.g. the Green and Red Koopa Troopas from the Super Mario series having different behaviors), or accommodating for the presence of more than one instance of the same unique character to avoid confusion or paradoxes (e.g. Super Smash Bros. characters having multiple palette swaps to avoid confusion in matches where multiple players pick the same character).
paper doll
A visual representation of the player character's currently used equipment, in which the items are displayed on top of an image of the character.
party
1.  In a cooperative multiplayer game, a team of players working together to complete the same mission or quest. See Role-playing game § Game mechanics.
2.  In a single player game, a group of characters traveling together on a quest that the player may control or have the most direct access to. The characters themselves are typically referred to as "party members".
parry
A block in fighting video games that does not have a downside to the player using it, usually performed by precisely timing a defensive maneuver or block. Parries may fully negate damage from the attack or even reflect the attack.
party game
A multiplayer game, usually consisting of a series of short minigames, that can be easily played in a social setting.
patch
The process by which a developer of a video game creates an update to an already released game with the intention of possibly adding new content, fixing any bugs in the current game, balancing character issues (especially prevalent in online multiplayer games with competitive focuses), or updating the game to be compatible with DLC releases. See also zero day patch.
pause
The option to temporarily suspend play of a video game, allowing the player to take a break or attend to an urgent matter outside of the game, or to perform other actions, such as adjusting options, saving the current game or ending the current game session. In multiplayer online or networked games, pausing may not be available as a feature, as such games require continuous activity from all participating players in order to properly function.
paywall
A monetization method that requires players to spend money to access gameplay features.
pay to win

Also P2W or PTW.

Elements of a game that can only be unlocked by making premium digital purchases and provide the player with an advantage. The purchase packages can include game currency, resources, special characters, unique items, summoning tickets, character skins that give buffs to their stats, or VIP points if the game has a built-in VIP system. This monetization scheme can result in an unbalanced experience between players.
peak
Commonly used when you or someone in the current lobby you are in does something that is above their current skill level.
pentakill
Usually used within MOBAs, a pentakill occurs when a single player gets the killing blow on 5 opposing players in rapid succession, resulting in a team elimination. Comparable to ace.
peripheral
An optional hardware component for a video game system.[112]
perks
Special bonuses that video game players can add to their characters to give special abilities. Similar to power ups, but permanent.
permadeath

Also hardcore mode.

Generally refers to when a player must restart the game from the beginning when their character dies, instead of from a saved game or save point. This may also refer to the case of a player having to restart the game due to failing to meet a certain objective. The term may also apply to squad-based games such as tactical role-playing games, if the death of the character eliminates that character from the game completely but the game may continue on with other characters.
persistent state world (PSW)
An online game-world that exists independently of the players and is semi-permanently affected by their actions.
pervasive game
A game that blends its in-game world with the physical world.[113] The term has been associated with ubiquitous games, mixed-reality games, and location-aware mobile games.[114] Examples of pervasive games include Pokémon Go and Pac-Manhattan.[115][116]
physical release
A version of a video game released on an optical disc or other storage device, as opposed to a digital download.
physics game
A subgenre of puzzle video game where the player has to use the game's physics and environment to complete each puzzle. Notable examples include Portal, World of Goo and Cut the Rope, and projectile collision games such as Angry Birds and Peggle.
ping
1.  In online games, the network latency between the client and server. See also lag. Can also be used like lagging, if there is a high network latency.
2.  A means of highlighting a feature on a game's map that is seen on the user interface of allied players.
ping system
In co-operative multiplayer games, gameplay feature that allows players on the same team to visibly highlight, or "ping", other features on the map (such as waypoints, enemies, or treasure) to their allied players. While ping systems existed in various genres such as MOBAs before, Apex Legends in the late 2010s was cited with popularizing the system for first-person shooters that enabled effective communication between players without the need for voice chat.[117]
pity pull
A mechanic in certain gacha games where a player will eventually be guaranteed a high-quality item after too many unsuccessful pulls.
pixel hunting
A game element that involves searching an entire scene for a single (often pixel-sized) point of interactivity. Common in adventure games, most players consider 'hunt-the-pixel' puzzles to be a tedious chore, borne of inadequate game design.[118] The text-adventure version of this problem is called 'guess-the-verb' or 'syntax puzzle'.
pixel-perfect
An action that must be performed whilst being positioned within a pixel-wide gap for perfect execution. A pixel in this case may refer to a screen pixel or an in-game pixel, such as in video games that utilize pixel art.
plant
"Plants" are often found in games that feature a variety of microtransactions. They are "players" who collude with game developers to promote unhealthy competition. These "plants" are discretely given free and powerful items by game developers. This is typically done to artificially create competition for the legitimate paying players so that the already paying players feel the need to spend more money to compete against this new "player."
platform
1.  A buzzword for operating system, a video game is released for Windows or Android and so forth, not for PC, console or mobile. A corporation that controls a platform is referred to as a "platform holder".
2.  A resting piece of ground, frequently floating, in a platform game (see below).
platform game

Also platformer.

Any video game, or genre which involves heavy use of jumping, climbing, and other acrobatic maneuvers to guide the player-character between suspended platforms and over obstacles in the game environment.[15]
platting
A term exclusive to PlayStation users that refers to obtaining all achievements of a game. The word "plat" refers to the platinum trophy, which is usually the most difficult achievement to obtain and often the last one to be unlocked. It is sometimes denoted as "platinum" when used as a verb.
player-character (PC)
The character controlled and played by the human player in a video game. Often the game's main protagonist. Tidus from Final Fantasy X and Doomguy from the Doom series are all "player-characters" developed by their game studios. Compare with NPC.
player versus environment (PvE)
Refers to fighting computer-controlled enemies (non-player characters), as opposed to player versus player (PvP).
player versus player (PvP)
Refers to competing against other players, as opposed to player versus environment (PvE).
player's handbook
See walkthrough.
playthrough
The act of playing a game from start to finish, in one or several sessions. Compare with longplay.
playtesting
A process in which game developers observe players (called playtesters) testing their game and what the user experience is like in real-time, in order to see where players get stuck, what information is and isn't communicated clearly, and which gameplay elements are found enjoyable or frustrating.
pocket (pocketing)
Pocketing refers in multiplayer games to when a player (usually playing the part of a healer support) supports exclusively a single teammate (usually a tank), either at an extended period of time but with several teammates or during the entire match with a single teammate. This is done with the intent of assuring the supported player's survival during the time they're being supported. The term pocket refers either to the supporting player, or the supported player.
pog/poggers
From PogChamp, a term meaning great or awesome, often a play in a game.
point of no return
A point in a game from which the player cannot return to previous areas.
port
See game port.
postgame
Gameplay which takes place after completion of a game's storyline; the postgame may unlock new means to play the game, such as New Game Plus, additional minigames or sidegames, or even an additional, second storyline for the player to play through.
popping off
Used mostly in the context of esports competitions or video game streaming, a gamer is said to "pop off" when they unexpectedly perform exceptionally well in a video game for a short period of time.
power-up
An object that temporarily gives extra abilities or buffs to the game character. Persistent power-ups are called perks.
power creep
The gradual unbalancing of a game due to successive releases of new content.[119] The phenomenon may be caused by a number of different factors and, in extreme cases, can be damaging to the longevity of the game in which it takes place. Game expansions are usually stronger than previously existing content, giving consumers an incentive to buy it for competitions against other players or as new challenges for the single-player experience. While the average power level within the game rises, older content falls out of balance and becomes regressively outdated or relatively underpowered, effectively rendering it useless from a competitive or challenge-seeking viewpoint. Very occasionally may refer to the result of repeatedly balancing a game primarily through buffs and nerfs, thus making every character substantially more powerful than they were at release. See also: planned obsolescence.
power spike
The 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.
p-rank
Often awarded in games for completing a level or challenge 'perfectly,' such as in the fastest time possible or by defeating an enemy without taking damage.
pro
Shortened version of the word "professional". Someone with experience, skill, and especially know-how in a certain game.
proc
The activation, trigger or occurrence of a conditional, often random, event. Particularly common for massively multiplayer online games, they are conditional 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.[120]
procedural generation
When the game algorithmically combines randomly generated elements, particularly in game world creation. See also Roguelike.
pro gamer move
A strategic and tactical move that shows that the player is familiar with or skilled in a game and its gameplay mechanics. Sometimes used outside of video games, and occasionally used in an ironic manner to describe a poorly planned move or failure.[121]
professional gaming
See electronic sports.
progression system
The game mechanics that determine how a player improves their player-character over the course of a game or several games, such as gaining experience points to level up characters, performing tasks to gain new abilities, or part of a metagame improvement.
PT
refers 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).
pub
1.  Short for public lobby, as opposed to a private lobby.
2.  Players who play in public lobbies ("pubbies").
public lobby
A multiplayer lobby composed of random players found using in-game matchmaking tools.
publisher
The company that (in whole or in part) finances, distributes and markets the game. This is distinct from the developer, though the publisher may own the developer.[15]
pick-up group (PUG)
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. Commonly used in MMORPGs.
pulling
1.  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.  Gacha terminology that refers to spinning the wheel in hopes of obtaining a rare or high-quality item or character.
puzzle video game
A broad genre of video games involving puzzle solving, often with abstract shapes.
PvE
See player versus environment.
PvP
See player versus player.
pwn
To dominate an opponent, usually another player.[122]

Q

[edit]
QA
See quality assurance.
QQ
An emoji that looks like a pair of teary eyes. Used as a taunt that means "cry more".[123] Originally referred to the shortcut Alt+Q+Q from Warcraft 2, used as an insult telling players to activate the shortcut which would quit the game.[124] The phrase blew up so much, it made its way out of the Warcraft community and eventually evolved into "cry more".
QTE
See quick time event.
quality assurance
Quality 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 playtesting.
quality of life (QoL)
Features or improvements designed to make games easier, smoother to play, or more accessible, without changing fundament aspects of the game's presentation, narrative, or gameplay.[125][126][127]
quest
Any 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.
quick time event (QTE)
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.[128]
quicksave
1.  A mechanism in a video game where progress to or from a saved game 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.
quickscoping
A technique in first-person shooter video games used to attack a target by quickly aiming down sights on a weapon and immediately shooting.

R

[edit]
rack
See level.
radar
A smaller version of the play area, typically displayed in the corner of a players screen used for navigating the game world. May also display locations of friendly or enemy players. See also Minimap.
ragdoll

Also ragdolling.

A 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.
rage
A genre designed to cause anger and frustration in the player, using unintuitive controls, unforeseeable obstacles, unfair challenges or taunting the player, often with the express stated purpose of causing the player to rage quit. Completing a rage game is commonly seen as a measure of determination and resolve as much as skill.
rage quit

Also gamer rage.[129]

The act of quitting a game mid-progress instead of waiting for the game to end. Typically, this is associated with leaving in frustration, such as unpleasant communication with other players, being annoyed, or losing the game. However, the reasons can vary beyond frustration, such as being unable to play due to the way the game has progressed, bad sportsmanship, or manipulating game statistics. Apparent rage quits may occur due to a player's game crashing, or the player experiencing network connection problems. There are also social implications of rage quitting, such as making other players rage quit. Certain games can penalize the player for leaving early. Sometimes the player may damage or even destroy the device, console, or controller the game is being played on.[130] Contrast with drop-in, drop-out.
raid
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) a very powerful boss (superboss).
random encounter
A 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.
RDM
Acronym for Random Death Match. Used in DarkRP to complain about unprovoked assault, and is usually against the rules See deathmatch.
reactivity
Refers to the manner in which a game world reacts to and is changed by the player's choices. Examples include branching dialogue trees 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.[131]
real-time corruptor
A type of ROM/ISO corruptor 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.
real-time strategy (RTS)
A genre of video game where the player controls one or more units in real-time combat with human or computer opponents.
reboot
A "restart" of a video game series, usually applying big changes to characters, settings, gameplay, or the overall story, while still keeping identifiable elements of the original games.[132] See also remaster and remake.
remake
A revamped version of an older game. Sharing many similarities to a remaster, a remake may take more liberties with the changes made to the gameplay, graphics, and story.[133][132] See also remaster and reboot, contrast with demake.
remaster
A modernized version of an older video game intended to run on modern hardware, often with upgraded graphics and gameplay, but retaining the fundamental gameplay concepts and core story elements of the original game.[133][132] See also reboot and remaster.
remorting

Also rerolling

Restarting a game with a new character from the lowest possible stats, after having maxed out a previous character.
remote play
Playing a game on an owned device remotely over the internet.
replay value
The ability to play a game again after its completion with reasonable enjoyment.
respawn
The reappearance of an entity, such as a character or object, after its death or destruction.
respecing
In games where a player-character gains skills along a skill tree 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.
retrogaming

Also old-school gaming

The playing or collecting of older personal computer, console, and arcade video games in contemporary times.
review bomb
Actions 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.
revive
The act of restoring a defeated character or entity to life that is not removed from play after their health is gone; this is different from respawning, which only occurs typically without outside intervention and when a character is removed from play after their health has been depleted. Another common synonym is "rez".
rez
A character's ability that allows them to perform a revive, or a command to use the same. Abbreviation for resurrect.
rhythm game
A genre of video game requiring the player to perform actions in time to the game's music.
RNG
Initialism of random number generation, which refers to computational methods that produce random (or, more accurately in most cases, pseudo-random) variability. In video games, this refers to gameplay elements that have unpredictable outcomes determined by such methods. Examples of such elements include random encounters, loot drops, and NPC behavior.
rngesus
Personification of RNG, 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 jumping

Also grenade jumping.

A tactic used in certain games that include physics simulation and rocket launchers or explosives. The player aims their weapon at or near their player-character'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.[134]
roguelike
A sub-genre of games primarily featuring procedurally-generated levels, tile-based movement, turn-based action, complex maps to explore, resource management, and permanent death. Games that lack some of those elements are usually better termed dungeon crawlers, 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 overworld 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.
roguelite
Games 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)
A broad set of behaviours within video games where players change their behaviour to assume a role. Not exclusive to role-playing video games. Roleplaying may be as simple as a player acting to fit a medieval setting; as detailed as a player detailing their character's backstory, personal life, and mannerisms; or as complex as a MilSim game's clans having scheduled trainings, realistically long mission times, and military-like ranks and organization.
role-playing video game (RPG)
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 theorycrafting is involved in creating the best possible form of each of these character classes. This is different from games such as first-person shooters (FPS), where the player-character 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.
rolling the score
The act of achieving such a high score that the game's ability to display the score restarts, displays a negative number, or is otherwise unable to accurately display the score. Originates from early games that had limitations on the number that could be displayed as a score, such as pinball with a limited number of analog or digital number places, or video game systems with limited numbers of bytes. If a player's score exceeded that limit, it would cause an integer overflow, causing the display to 'roll over' and start again at the minimum possible score, or sometimes a negative number in 8-bit video games.
ROM hacking
The 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 make an old game more fresh, as a creative outlet, or to create entirely new experiences using the old game as a base "engine".
room
1.  A small, open area in a map, typically self-contained, surrounded by walls and connected to adjacent rooms by doors. In many cases, specific types of entities such as enemies cannot travel between rooms, while the player can. Rooms are often used to reduce lag by only loading the entities in the player's current room, ‘pausing’ all other rooms.
2.  In adventure games, any discrete exterior or interior area in a map connected to other areas by exits.[135] Text adventure game worlds usually consist of interconnected rooms navigated by compass directions with variations such as up, down, enter and exit.[136] In text-and-graphic adventure games, illustrations accompany the rooms' text descriptions.[137] Point-and-click adventure games feature illustrated rooms which the player can interact with using the pointer.[138]
room-over-room
The placement of a room 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.
round
See level.
RPG
1.  Abbreviation of role-playing game.
2.  In shooter games, a rocket-propelled grenade.
RTS
See real-time strategy.
rubber banding
1.  A game mechanic resulting from dynamic game difficulty balancing that alters the rules of the game to keep the game competitive and fun. 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]
2.  The result of network latency during a multiplayer game; when the player's location is updated client-side, but the server does not immediately register the change, a player's character may 'bounce' to the appropriate location when the client and server finally synchronize. See lag.
rush
A 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] 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

[edit]
S Rank
An achievement awarded to a player in a single level, song, round, or stage by finishing them without "Miss" or any mistakes, or taking damage, or for getting the highest scores or percentage cleared (usually above 90% or 98%). The term can mean a high rating level or a rarity of an item or character within the confines of the game (as valuated by the developer), but it is also used by players in tier lists to refer to the top of the video game meta.
sandbox game
A 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 'open world' 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 point
A 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 scumming
The manipulation of game save states to gain an advantage during play or achieve a particular outcome from unpredictable events.[139] It is used, for example, in Roguelike games that automatically delete any save files when the player-character dies or in games that use an RNG system to calculate bonuses or item drops in order to achieve an optimal outcome.
saved game

Also game save, savegame, or savefile.

A 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 cheat
The act of looking at other players' areas of the screen when playing split-screen multiplayer, giving the screen cheater an unfair advantage. The 2014 game Screencheat derives both its name and core gameplay from this act.
score attack
A mode of gameplay that challenges the player to earn the highest score possible in a game level or through the whole game.
scuffed
Poor quality.
season
1.  The full set of downloadable content that is planned to be added to a video game, which can be entirely purchased with a season pass
2.  A finite period of time in a massively multiplayer online game 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 pass
A purchase made in addition to the cost of the base game that generally enables the purchaser access to all downloadable content that is planned for that title without further cost.
second-party developer
A 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 first-party developers. Games developed by second-party developers are often called 'second-party games.'
secret character
A player character that is only available to the player after meeting some sort of requirement; such as beating the game, completing optional challenges, entering cheat codes 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 NPCs.[citation needed]
secret level
A game level that is only accessible to the player by completing specific tasks within the game; these tasks are rarely described in detail to the player, if at all, and are often only found through exploration and trial and error, or even by hacking, if the level was not intended to be in the game, but is still present in the game's code. Compare with bonus stage.
sequence breaking
Manipulating a game to carry out events out of their intended order. Sequence breaking can be used to speedrun 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)
A sub-genre of the shooter genre, where a single, usually mobile character has to shoot at enemies while all of the enemies attacking or moving toward it. The player character will typically have no allies, is extremely fragile, has little non-hazardous terrain to deal with, lacks any reload time for their basic weapon, and will gain power-ups to improve their abilities. Strongly associated with spaceships, but other player characters may be used. Sometimes conflated with shooters in general. Contains the bullet hell sub-genre
shooter
A genre of video game that involves using ranged weapons.[83] See also first-person shooter.
shovelware
A widely-licensed video game released in large volume with little attention to quality.
shoulder button
A 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 mode
See attract mode.
side-scrolling video game

Also side-scroller.

A game in which the action is viewed from a side-view camera angle and the screen follows the player as they move.
side quest
An optional quest which does not advance the main quest.
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.[140]
simcade
A term for a simulator that combines its serious elements with the fun factor of an arcade video game.[141] Often used as a derogatory term by opponents of certain videogames.
single-player
A game that can only have one player at a time. Compare with multiplayer.
sistering
The 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 tree
A simplified example of a skill tree structure, in this case for the usage of firearms
A character-development gaming mechanic typically seen in role-playing games. A skill tree consists of a series of skills (sometimes known as perks) which can be earned as the player levels up or otherwise progresses their player-character. These skills grant gameplay benefits; for example, giving the character the ability to perform a new action, or giving a boost to one of the character's stats.[142] 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 balancing 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.[142] The action roleplaying game Diablo II, released in 2000, is often cited as the true innovator of in-depth skill trees.[142]
skin
A customization option for a player's in-game avatar or equipment that changes its appearance. Skins are featured as part of metagame 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 mode
A game mode in which players can fight immediate battles without having to go through the linear, story-based campaign mode. It is popular in real-time strategy games.[143]
SMP
See survival multiplayer.
smurf
In online multiplayer games that use matchmaking, a new or much lower-ranked account used by an experienced player in order to be matched with a new and inexperienced opponent who can be easily defeated. The concept is similar to hustling and sandbagging that can be found in gambling and board games.[144][145] See also twinking.
snowballing
A situation where a player or faction is able to leverage a small advantage into a larger and larger advantage. An example of a snowball effect.[146][147]
softlock
A situation where further progress in a game becomes impossible, but the game itself does not crash (or hard lock). An example of a no-win situation, softlocks can occur as the result of glitches in gameplay, the use of corruptors, sequence breaking, or as a result of poor game design.
sound test
A page or option in which the game makes noise to confirm that the player's audio equipment is working and at a good volume. Usually known for containing the soundtrack and sound effects of a video game, with the ability to freely listen to them being a secondary function.
Soulsborne
A soulslike game developed by FromSoftware, a portmanteau of Dark Souls and Bloodborne.
Soulslike
A 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.
spamming
Repeated use of the same item or action (e.g. chat message, combo, weapon). Often used generally to describe such repeated uses, but sometimes used pejoratively when the item or action is considered overpowered or annoying, such as an overreliance on rocket launchers in shooter games.
spawn
The place where a character or item is placed in the game world. Also see respawn.
spawn camping
See camping.
spawn killing
In PvP games, the act of killing other players in their spawn, often immediately after they have spawned. Usually looked down upon as unfair for not giving opposing players a chance, though some gamers defend it as a legitimate strategy. Many games have features to prevent spawn killing, such as temporary invincibility or barriers preventing enemies from entering or attacking in spawns. A component of, but not entirely the same as, spawn camping.
spectator mode
1.  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 from another player's perspective.
specialization
A means of selecting certain options—such as a character, weapon, vehicle, or other in-game item—during the course of a game for a specific function, as opposed to selecting a specific character class at the start of the game. Such specialization allows that entity to have access to unique skills or options for that type while denying them access to other options. Some games allow players to re-specialize past choices for some in-game cost and pursue a different specialization. See also theorycraft.
specs
Short for specifications, used to describe the details of a player's stats, gear, or build.
speedrun
An 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.[148]
splash damage
Although 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 area-of-effect 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.[149] 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 multiplayer
A game that presents two or more views seen by different players in a multiplayer game on the same display unit.
spray and pray
The act of blindly firing an automatic weapon with the intent of potentially hitting the target; tends to be ineffective.[150]
squeaker
A usually derogatory term that refers to young tween and preteen gamers that use voice chat, the word referring to their high-pitched voice as a result of them not having hit puberty yet.
stage
See level.
stat point
A 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.[151][self-published source?]
stat squish
A practice of scaling down numbers, commonly score or health points, damage or healing values, or item levels, in the aftermath of a stat inflation as numbers get exponentially large and more difficult for the player to conceptualize. The practice is most common in MMORPGs, and the World of Warcraft is notable for having several stat squishes.[152]
status effect
An overarching term that covers both buffs and debuffs. 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.
strafing
To move sideways, often to dodge incoming attacks while keeping the camera on the enemy. See also circle strafing.
strategy guide
Printed 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 game
A game genre which emphasizes consideration and planning to achieve victory. Subgenres include real-time strategy, turn-based strategy and wargames.
stream-sniping
When a player watches another (usually professional) player livestream a game to locate their position or plans and gain the upper hand on them. This practice most commonly occurs in online multiplayer games and is generally frowned upon.
streaming media
Video 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 Let's Play demonstration of a game, or to play a game through cloud gaming.
stun lock
A 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.
subgame
See minigame.
superboss
An optional super powerful boss, typically more powerful and harder to beat than the game's main final boss.
survival game
A game set in a hostile open-world environment where characters are challenged to collect resources, craft items, and survive as long as possible.
survival mode
A 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 multiplayer
A 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). Commonly used to refer to Minecraft servers, but can otherwise be used to refer to any similar game mode in any game. A well-known example is the Dream SMP.
sweat

Also sweaty, sweatlord.

A derogatory term used to refer to players with a highly competitive attitude, typically in situations where such an attitude is uncalled for or unnecessary. Synonymous with tryhard.[153]

T

[edit]
T-pose
A 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.[154]
tank

Also meat shield.

A character with abilities or equipment to have high health and damage mitigation that draws aggro from opponents and receives enemy attacks so that teammates can concentrate on their attacks or objectives. Common in MMORPGs.
tank controls
A 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.
targeting

Also tunneling.

A 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.
taunt
A tactic and an effect used during turn-based fights in which a character (usually with high defense or hit points (HP)see Tank) tricks opponents into attacking him/herself instead of the rest of the team.
2.  A move in a fighting game where one player presses a specific input or inputs to make their character play an animation which usually deals no damage and serves merely to mock their opponent.
teabagging
A 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.[155]
Team Ace
A term exclusive to Valorant where each individual member of one team killed one individual member of the opposing team.[7]
team deathmatch
See deathmatch.
teamkill
The killing of teammates through destruction or damage done to allies, such as through deliberate shooting of teammates. Teamkilling is often identified as unsportsmanlike behavior.[156]
technology tree

Also tech tree.

A branching series of technologies that can be researched in strategy games, to customize the player's faction. See also skill tree.
telefrag
A frag 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.
telegraphing
1.  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 may do next. Usually considered a sign of predictability, but for some characters it may be necessary.
test room
A secret level that is used by developers to test the movements, actions and control of a game's player character(s). They are usually removed or hidden from regular access before the game is released.
theory
See game studies and theorycraft.
theorycraft
The analysis of a video game to mathematically determine the most-optimal approach to winning the game, typically in games that feature a number of player-character attributes that are enumerated. One common type of theorycraft is determining how to best maximize damage per second through selection of equipment and skills. See also min-maxing.
third party
When 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 is also used in first-person shooters.
third person point of view
A view where the player character is seen on screen.[15]
throwing
See gamethrowing.
thumbstick
See analog stick.
tick
An increment of damage or healing periodically caused by a DoT or HoT effect.
tile-matching video game
A type of puzzle video game 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 match-3 game.
tilt
When a player gets angry at someone or something, often resulting in reduced quality of play.[24]
time attack
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.
timed exclusive
When a game releases exclusively for one platform but may release for other platforms when the exclusivity period expires.[157][158]
time to kill
The average amount of time it takes to kill an opponent. Commonly used in first-person shooters, especially tactical shooters, where it is typically representative of how much damage or shots a character can take before dying, and thus also the game's realism.[159]
title screen
OpenArena title screen

The 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 attract mode 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 the player to press both letter buttons on the Wii Remote simultaneously, as in Super Mario Galaxy 2 or Mario Party 9. Fan-made games often parody the style of the title that inspired them.
touchscreen
A form of user input that relies on physical touch, rather than a mouse, keyboard or other control method.
toxicity
Slang for the actions of a rude and unwelcoming gamer or gaming community that detriments the experience for other players or developers. Almost universally viewed negatively across gaming, some game developers take measures to stymie toxicity in their games.[160]
tower dive
Commonly used in MOBAs to define the act of going into range of the opponent's tower, a defensive structure that damages its opponents, to kill low-health targets.[161]
trackball
A form of a video game controller, most often found on arcade game cabinets, in which the player uses a freely-rotating ball to interact with the game.
transmogrification or transmog
Changing the appearance of gear, such as weapons and armor, typically to that of functionally equivalent gear.[162][163]
trash
1.  A term meaning bad or poor, often used to insult a player(s) in online PvP games, but also used for items, spells, etc.
2.  Commonly used in MMORPGs to refer to groups of non-boss enemies. Particularly in dungeons/ areas leading up to boss fights.
trickjump
Any type of unusual jump that demonstrates skill and expertise, often considered an exploit that was unforeseen by the game's creators.[164]
triple A
See AAA.
triple jump
Being able to jump twice in mid-air after leaving the ground, and must then typically touch the ground before being able to mid-air jump again. See also double jump.
tryhard
A type of gamer who tries very hard and being extremely serious at all times while gaming. Also known as playing sweaty.
turn-based game
When a game consists of multiple turns. When one player's turn is complete, they must wait until everyone else has finished their turn.
turtling
A gameplay strategy that emphasizes heavy defense, with little or no offense. A player who turtles minimizes risk to themselves while baiting opponents to take risks in trying to overcome the defenses.
twinking
A practice in MMORPGs of equipping a low-level character with items or resources not normally available to new characters, by transfer from high-level characters.[106]

U

[edit]
underpowered
A character, item, tactic, or ability considered to be too weak to be a balanced element of gameplay.
underworld
A collection of isolated dungeon-, cave-, or hell-like levels which are connected by an open overworld.
unlockable
A piece of content that is obtained in-game by fulfilling certain conditions. These are sometimes represented in-game or represented through a platform-wide system of achievements. Such content can be purely cosmetic, a game mechanic, tool, character, a separate video game, and more. They are sometimes hidden Easter eggs.[165]
ultimate
Ultimate attacks or abilities (or ults) that a character may possess, often those that are the strongest or that deal the most damage. Ults often require an energy bar, charge meter, or other similar resource which must be filled before the ult can be used.[166]
upgrade
A game mechanic to make a given item, character, etc. more powerful. Equipment is commonly upgraded through crafting while a character upgrade may be an alternative to advancing a character level.

V

[edit]
VAC
An abbreviation of Valve Anti-Cheat, Valve Corporation's cheat detection software. Players who are caught using cheats on a VAC-secured server will be issued a VAC ban, banning them from VAC-secured servers for that particular game in the future and putting a mark on their Steam profile that can't be hidden from public view. VAC bans are permanent, non-negotiable, and cannot be removed by Steam Support.[167] Players who have gotten a VAC ban are sometimes referred to as going on a "permanent VACation".[168][169]
vaporware
Video games which are announced and appear in active development for some time but are never released nor officially cancelled.
video game design
The process of designing a video game, including content and game mechanics.
virtual economy (in game money)
A term used to describe the economy in a video game, for example such as gold and auction house in Old School RuneScape money can be used to buy in game gear,all the way to in game cosmetics.
virtual reality (VR)
An interactive computer-generated experience taking place within a simulated environment. Used in video gaming primarily to describe a VR-based video game or a VR option for an otherwise non-VR video game.
visual novel
A genre of video games with interactive stories. These games typically use static imagery, anime-styled character art (thanks in part to the popularity of the genre in Japan), and detailed backgrounds, with character dialogue presented in text boxes. Players may alter the path of the story by choosing from dialog trees or a small list of actions.

W

[edit]
waggle
A pejorative term when one must shake a controller to do an action, regardless of how the controller is shaken. Usually implies that the controller needs to be shaken wildly. Sometimes extended to motion controls in general, ignoring any precision required.
walking simulator
A term sometimes used to classify exploration games, which generally involve exploring an environment for story and narrative but with few, if any, puzzles or gameplay elements. May be considered derogatory but is often used as a neutral term.
walkthrough
A description of the gameplay experience for a level or playthrough, intended to guide players who are unsure how to complete it.[15] See also strategy guide.
wall bang

Also wall banging.

In first or third person shooters, the act of shooting someone through a wall or object with bullets or other projectiles that have penetration. Made a popular term by games such as Counter-Strike and Call of Duty.
wall climb
The ability for a video game character to rapidly scale a vertical wall or similar surface, typically as part of the character's passive abilities, but may be aided with a tool such as a grappling hook. This often appears in platform games alongside abilities like wall jumping and double jumping.
wall jump
A jump performed off of a vertical surface to propel the player higher in the opposite direction. Wall jumps can be done between two tight walls in quick succession to climb vertically in some games, though some games such as Mega Man X and Transformice allow you to continuously jump on a single wall. As a special jump, it is sometimes an acquired skill instead of available from the game's start.[79]: 102 
wallhack
A cheat that makes walls translucent.[13]: 119  Some wallhacks let players shoot weapons or physically pass through walls.[13]: 120  See noclip.
wall run
The ability for a video game character to appear to run along a vertical wall for a short distance without falling off. Common in games featuring parkour-type movement.
wanted level
A game mechanic popularized by the Grand Theft Auto series and used in many Grand Theft Auto clone games. A player's actions in an open-world game may cause non-player characters, often representing law enforcement, to chase the player, with the response becoming more significant at higher wanted levels. The wanted level persists unless the player can elude these opponents, or if the character dies, eliminating the wanted level. Compare to aggro.
warp zone
A shortcut that allows a player to bypass one or more sections of the game. See fast travel.
WASD keys
A common control-mechanism using a typical QWERTY keyboard, with the W, A, S, and D keys bound to movement controls. This allows arrow key-like control with the left hand.
wave
In game genres or modes where player(s) are to defend a point or stay alive as long as possible, enemies are commonly grouped into "waves" (sometimes referred to as levels). When one wave of enemies is defeated, player(s) are typically given a short period to prepare for the next wave.
whale
In free-to-play games, a user who spends a considerable amount of real-world money for in-game items, rather than acquiring said items through grinding or playing the game normally. These players are typically seen as the largest segment for revenue production for free-to-play titles. Exceptionally high spenders may be called white whales[170][171] or leviathans. Borrowed from gambling jargon; a 'whale', in that context, is a person who makes extravagant wagers or places reckless bets.
wipe
An attack from the boss in which the said boss completely knocks out the entire party. Mostly in massively multiplayer online role-playing games.
world
A series of levels that share a similar environment or theme. A boss fight will typically happen once all or most of these levels are completed rather than after each individual level.
world compression
The representation of a world on a much smaller scale than is realistic. For example, in many role-playing games, it is possible for the player character to walk across a continent in sometimes under a minute, and the player character may appear to be several kilometers tall given the relative scale. This is not the same as the player being much larger than the icon for a town or other settlement, but rather that a distance which is given as hundreds of kilometers appears to be much smaller. In some cases, such as in Final Fantasy VIII, trains will run between towns despite the visibly short distance. For voxel games such as Minecraft, the in-game narrative may refer to a distance as being tens of kilometers away, while the actual distance may be accurately measured by counting only a few hundred blocks understood to each be one meter across.
wrapping
A technique that allows a player to move in a straight line and get back to where they started.[clarification needed] This was often used in older games to make it seem that the player is moving up or down an extremely high hill; memory can be saved by using wrapping instead of creating a larger area filled with impassable walls. Wrapping is also used to make a 2D game world round; for example, in PacMan exiting the game screen to the right wraps the player to the same position on the left side of the screen. Similarly, in Final Fantasy VII, exiting the game map to the right wraps the player to the same position on the left side of the map, and exiting the map to the top wraps the player to the bottom of the map.

X

[edit]
XP
See experience point.

Y

[edit]
YouTube bait

Also Streamer bait

Games that are made for YouTubers or Twitch streamers. See Let's Play.

Z

[edit]
zerging

Also zerg rush

Tactic in strategy games in which the player uses overwhelming numbers of inexpensive, disposable units rather than skill or strategy.[15] The term comes from the Zerg, a race in StarCraft that uses numerical advantage to overwhelm opponents. See also rush.
zero-day patch
A software security patch that fixes a Zero-day vulnerability. See: Zero-day and 0-day warez.
zero-player game

Also CPU vs. CPU

A game that has no sentient players and only has CPUs.[172]
zone
1.  A section of a MUD or MMO's shared environment within which communications may be limited or game mechanics altered to encourage certain types of gameplay.
2.  A synonym for world, most popularly used within the Sonic the Hedgehog series.

See also

[edit]

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