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online gambling singapore hardware zone This article possibly contains.
Please by the claims made and adding.
Statements consisting only of original research should be removed.
The act of completing an without using more than one credit i.
The term "1LC" one life completion or "no miss clear" are used instead when completing a game without losing a 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 gauge.
Some arcade games offer special ending sequences or challenges when the player achieves a 1CC.
Can be extended to any grouping, such as '2v2' to mean two teams battling each other, with each team having two players, but requires that all four players be in the same battle.
Graphic rendering technique in a two-dimensional perspective, often using.
Often includes games where some objects are still rendered as.
Graphic rendering technique featuring three-dimensional objects.
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.
A high-budget game with a large development team, or game studios that make them.
AAA games are usually or arehave multimillion-dollar budgets, and expect to sell millions of copies.
A game that is forgotten about or abandoned please click for source its developers for any number of reasons, including copyright issues.
Rarely refers to a downloadable game intended to be part of a larger series which functions as a single game series and gameplay-wise.
A game genre emphasizing physical challenges, hand—eye coordination and reflexes.
It includes fighting games, s, and s.
For example, a game may allow an action to occur only so long as the player has sufficient 'action points' to complete the action.
ARPG A genre of where battle actions are performed in real-time instead of a turn-based mechanic.
APM The total number of actions the player can perform in a minute.
Most professional-level players train with an emphasis on high APM go here addition to raw skill.
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.
The term may be facetiously used in reference to irritated bystanders 'wife aggro', 'mother aggro', etc.
A that lets players shoot other player-characters without aiming.
In most cases, the aiming reticle 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.
Refers to the common alternate method of firing a gun in a FPS game, online gambling singapore hardware zone 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.
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.
Always-on DRM A type of DRM that typically requires a connection to the Internet while playing the game.
Also control stick and thumbstick.
A small variation of ausually placed on a to allow a player more fluent 2-dimensional input than is possible with a.
Games like the and series are based on gameplay using animation priority.
A type of 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.
Abbreviation of A or 'coin-op' game machine, often installed in an upright or tabletop cabinet.
Popular primarily during the late 1970s to mid 1980s, arcade machines continue to be manufactured and sold worldwide.
A term used in many and games to describe attacks or other effects that affect multiple targets within a specified area.
For example, in the role-playing game,a fireball will deal damage to anyone within a certain radius of where it strikes.
In most tactical strategy games weapons have an area of effect that will damage anyone within a radius of the strike zone.
Often the effect is stronger on the target than on anything else hit.
See also: Area of effect can also refer to spells and abilities that are non-damaging.
win casino city to atlantic best breakfast example, a powerful healing spell may affect anyone within a certain range of the caster often only if they are a member of the caster's.
Some games also have what are referred to as "aura" abilities that will affect anyone in the area around the person with the ability.
For example, many strategy games have hero or officer units that can improve the morale and combat performance of friendly units around them.
The inclusion of AoE elements in game mechanics can increase the role of strategy, especially in s.
The player has to place units wisely to mitigate the possibly devastating effects of a hostile area of effect attack; however, placing units in a dense formation could result in gains that outweigh the increased AoE damage received.
Point-blank area of effect PBAoE is a less-used term for when the affected region is centered on the character performing the ability, rather than at a location of the player's choosing.
AI Algorithms used to generate responsive, adaptive or intelligent game behavior, primarily in.
Distinct from the computing science concept of 'artificial intelligence'.
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 in real estate markets.
This is in contrast to symmetric gameplay where each player will have the same experience, such as in the game.
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 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 online gambling singapore hardware zone, and then having the game resolve all actions of that turn once each player has submitted their strategies.
Also display mode and show mode.
A pre-recorded demonstration of a video game that is displayed when the game is not being played.
Originally built into s, the main purpose of the attract mode is to entice passers-by to play the game.
It usually displays the game'sthink, best holdem calculator software apologise game's story if it has oneits list, on some games and the message "" or "Insert Coin" over or in addition to a computer-controlled demonstration of.
In home video games of the 1970s and 1980s, the term attract mode was sometimes used to denote a simple that slowly cycled the display colors to prevent while the game was not being played.
Attract modes demonstrating gameplay are common in current home video games.
Attract mode is not only found in arcade games, but in most coin-operated games likeand other games.
AR Supplementing a real-world environment with computer-generated perceptual information, which may add to or mask the physical environment.
Augmented reality alters the perception of a physical environment, whereas replaces the physical environment with a simulated one.
Also known as "auto chess", an auto battler is subgenre of strategy games that feature -like elements where players place characters on an 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 in early 2019.
A game mechanic built into some games to decrease the level of difficulty by locking onto or near targets for faster aiming.
Games rel 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.
The system is predominantly used in.
The player's representation in the game world.
An indicator of accomplishment or skill, showing that the player has performed some particular action within the game.
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' is a heavily-debated matter among most games' player communities.
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 learn more here challenges.
A video game genre that blends elements of with gameplay.
Players search for equipment while eliminating competitors in a shrinking safe zone.
Usually there are many more players involved than in other kinds of multi-player games.
An early release of a video game, following itswhere the game developer seeks feedback from players and testers to remove prior to the product's commercial release.
BM "Bad Manners"; conduct that is not considered 'cheating' but may be seen as unsportsmanlike or disrespectful.
Some games may elect to punish badly-behaved players by assessing game penalties, temporarily blocking them from re-entering play, or banishing them to a playing environment populated solely by other badly behaved players.
What constitutes bad manners is subjective and may be hard to gather a consensus on.
A special in which the player has a chance to earn extra points oroften in the form of a.
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.
A non-playable character which for games machine free best casino online controlled by an AI.
The player may compete against or work with a bot to complete objectives.
Falling into this void typically results in instant death and the loss of aregardless of how much a character had.
Bottomless pits can also serve as obstacles that can be overcome by using abilities or finding alternate routes.
An effect placed on a video game character that beneficially increases one or more of their statistics or characteristics for a temporary period.
A change intended to strengthen a particular item, tactic, ability, or character, ostensibly for balancing purposes.
A type of where the player must generally dodge an overwhelmingly large number of enemies and their projectiles.
This is an allusion to how the enemy can absorb bullets much like a absorb water.
For example, an enemy soldier in a first-person shooter that would be reasonably expected to be defeated with a couple of shots ends up requiring several full of to defeat would be a bullet sponge.
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 inespecially among weaker players.
The rapid pressing of a single button to accomplish a task, especially in.
Sometimes requires the rapid pressing of two buttons simultaneously, or rapidly pressing any button.
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.
A controversial strategy in which a online gambling singapore hardware zone stays in one place — typically a fortified high-traffic location — for an extended period of time and waits to ambush other players.
It is most common in games, but is also frequent in fighting games with projectile-heavy characters.
The act of hanging around a rare 'skilling placeholders until the rare mob spawns, usually in.
This may be known as spawn camping or spawnkilling.
CTF A common in multiplayer video games, where the goal is to capture and retrieve a flag from the opposing side's territory while defending the flag in one's own territory.
Cartridge tilting creates similar effects to using aand 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 is the practice of playing video games on an infrequent and spontaneous basis, without a long-term commitment.
Casual video games are distinguished by a low learning curve and ease of access, often web-based for mobile phones or personal computers.
Most casual games have simplified controls, with one or two buttons dominating play.
Casual games can normally be played in small periods of time, and online gambling singapore hardware zone not have a save feature.
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.
A job or profession that comes with a set of abilities as well as positive and negative attributes.
Most common ina character's class helps to define their playstyle as well as the role the character plays in a team based game.
Often as players gain with a class they learn new abilities related to their chosen profession and some games allow players to change their character's class or become proficient in multiple classes.
Some examples of archetypal character classes include strength and defensespeed and stealthmagic and intelligenceand or healer healing and buffing allies.
Usually performed by holding the shot button.
Cheats are used by designers to test the game during development and are often left in the release version.
To play the game unfairly; giving an unfair advantage via illegitimate means.
Checkpoints typically remain in place until the player completes the level or gets a.
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".
An advanced method of movement in many FPS games where the user utilizes both thumb sticks console or mouse and keyboard controls PC to maintain a constant circular motion around an enemy, while maintaining a relatively steady aim on that target.
This practice minimizes incoming fire from the target's teammates, as any misses are likely to hit and harm their teammate.
Programming used to ensure that the player stays within the physical boundaries of the game world.
A 3D graphics process which determines if an object is visible and "clips" any obscured parts before drawing it.
A game that is similar in design to another game in its genre e.
Sometimes used in a derogatory fashion to refer to an inferior 'ripoff' of a more successful title.
A period where only specific people have access to the game.
Cloud gaming operates with a cloud-gaming server running the game and performing all the processing, receiving controller input actions from networked users and of the gameplay to these users.
Essentially, cloud gaming is like a streaming video service, but interactive.
The computational task of detecting the intersection of two or more game objects.
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 ofintroduced in such as andand becoming more dynamic in and.
To correctly execute a combo, a player needs to learn a complex series of joystick and button combinations.
A cycle of elements designed to keep the player invested in the game, typically though a feedback system involving in-game rewards that open up more gameplay opportunities.
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 includesto differentiate them from computers, arcade machines, and cell phones.
The set, as a generation, is obsoleted at the introduction of the "next generation" or "next gen".
For the book, see.
Refers to competition for video game console and, in specific, to the rivalry between and throughout most of the 1980s and 1990s.
The analogy also extends to competition in laterparticularly the and brands.
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.
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.
A common term in video games for the option to continue the game after all of the player's have been lost, rather than ending the game and restarting from the very beginning.
There may or may not be a penalty for doing this, such as losing a certain number of points or being unable to access bonus stages.
In s, when a player loses or fails an objective, they will generally be shown a "continue countdown" screen, in which the player has a limited amount of time usually 10, 15, or 20 seconds to insert additional coins in order to continue the game from the point where it had ended; deciding not to continue will result in the displaying of a screen.
The continue feature was added to arcade games in the mid-1980s due to arcade owners wanting to earn more money from players who played for longer periods of time.
The first arcade game to have a continue feature wasand the first home console cartridge to have this feature was the Atari 2600 version of.
Salen and Zimmerman argue that the continue feature in games such as was an outlet for.
In more modern times, continues have also been used in a number of games, especiallywhere 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 bewhere the price of a continue doubles after each failure, with an on-the-fly of the game's premium currency if required.
A means of control over the console or computer on which the game is played.
Specialized game controllers include the,and.
For example, a conversion kit can be used to reconfigure an arcade machine designed to playso that it would play its sequel instead.
This concept was first introduced by the text.
An analogy can be made to the time and of weapons.
For example, a has very fast firing rate, so it has a very low cooldown between shots.
Comparatively, a has a long cooldown between shots.
Cooldown can be used to a weapon such as a machine gun having infinite ammunition, since it can only sustain continuous fire until reaching a threshold at which the weapon would have to cool down hence the term before it could be fired again.
In design terms, cooldown can be thought of as an inverted 'casting time' where instead of requiring a wait time before using an ability, cooldown may replace casting time and put the wait after the ability is activated.
This creates a new dimension to the balancing act of casting speed versus power: "lower cooldown, faster cast, but weaker strength" versus "higher cooldown, slower cast, but greater strength".
This mechanic is integral to such games aswhere cooldown management is key to higher-level play and various abilities deal with cooldown for example, cooldown reduction or immediately finishing cooldown on certain abilities.
From the technical point of view, cooldown can also be used to assert control over frequency of cast in order to maintain a fluid and ping.
For example, in the gamecooldown was added in the form of a patch to several graphically and CPU-intensive spells to solve the problem of extreme caused by players spamming ie: repeatedly casting at cast rates these spells in multiplayer games.
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.
These effects may include: online gambling singapore hardware zone or misdirected pixels in a spritemap; never-ending levels; bizarre or unexpected changes to the colour palette of characters and levels; artifacts; distorted or entirely incorrect sprites, polygons, textures, or character models; spastic and outlandish animations; incorrect text or dialogue trees; flickering graphics or lights; incorrect or distorted audio; inconvenient invisible walls; lack of ; and other forced glitches.
Corruptions often result in the game becoming unwinnable, and may also result in unusual crashes and s.
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.
Many cover systems also allow the character to use ranged attacks in return while in cover although with an accuracy penalty.
A controlled by the game software usingusually serving as an opponent to the player or players.
CPU versus CPU See.
Most feature a crafting system.
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 games tend to limit the number of credits each player is allowed to use in a as a way of preserving the challenge, while other conversions such as the ports in the series impose no such limits in order to faithfully reproduce every feature of the original version.
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.
An ability, usually with anthat is used primarily in 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.
CRPG Abbreviation of computer or console.
In fighting games, this move can be blocked.
A game segment that exists solely to provide detail and exposition to the story.
They are used extensively in and in order to progress the plot.
Cut-scenes are more likely to be generated by the in-game engine while cinematics are pre-recorded.
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 for the series of handheld consoles, Nintendo used the "directional pad" or "cross-key" in Japan for their controller and it has been used on nearly every console controller since.
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.
Can be adjusted in some games.
The opposite of a buff, an effect placed on a character that negatively impacts their statistics and characteristics.
Effects that nullify or cancel the effects of buffs.
A game level in which walls and other surfaces can be damaged and destroyed.
The production company which makes a video game.
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.
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.
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.
DRM Software tools for copyright protection; often heavily criticized, particularly if the DRM tool is overly restrictive or badly-designed.
Doom clone An early term forbased on gameplay that mimicked that from.
The player must then typically touch the ground before being able jump again.
Players in this state can be revived by teammates as long as they still have health.
DPM Abbreviation of damage per minute, used as a metric in some games to allow the player to determine their offensive power.
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.
Often these are enclosed areas such as a cave, ship, or building; hence the term dungeon.
A genre of video game that is based around exploring a dungeon or similar setting, defeating monsters and collecting loot.
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.
The phenomenon of being stuck at a lower rank than your true skill level in that use the due to teammates of inferior skill.
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.
More generally, and historically, refers to the gameplay that arises at the end of a game's story or campaign.
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.
A using a character resource-pool which governs how often the character is allowed to use a special ability.
How often a player is allowed to play a particular game; energy can be replenished instantly with anor replenished slowly by waiting and not playing the game.
Usually in futuristic games The player's.
Organized competitions around competitive video games, often played for prize money and recognition.
XP In games that feature the ability for the to gain levels, such asexperience points are used to denote progress towards the next character level.
A video game made by fans, based on one or more established video games.
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.
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 and.
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 ainstead.
Games developed by a first-party developer are often referred to as 'first-party games.
FPS A genre of video game where the player experiences the game from theand where the primary mechanic is the use of guns and other ranged weapons to defeat enemies.
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.
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.
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.
The final in a game.
An abbreviation for frames per second.
A measure of the rendering speed of a video online gambling singapore hardware zone graphics, typically in frames per second FPS.
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.
Typically eliminates in relevant games.
Also called mouselook, a method of control where the player uses the to indicate the direction they desire the player-character to look.
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.
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.
Compare 'freemium', a free-to-play game that follows such a model.
Playing games of chance for real money or in-game currency.
In video games, are commonly associated with gambling.
The use of design and aesthetics to create a game.
The codebase on which a game runs.
There are different subsets of engines, such as specialized ones for physics and graphics.
Often the game engine is only which game specific behaviours are built upon, though do not tend to make this distinction.
An overarching term that describes how a particular game functions and what is possible within the game's environment; the rules of the game.
An unanticipated and novel use of game mechanics may lead to.
A game mode is a distinct configuration that varies game mechanics and affectssuch as a single-player mode vs a multiplayer mode, or.
The end of the game.
The failure screen shown at a game loss.
When a game is from one 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.
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.
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.
More common in multiplayer games, where 'ganking' usually indicates an unwelcome attack on an unwilling or unsuspecting participant.
Used as parting words exchanged at the end of a competitive game or match as a gesture of good sportsmanship.
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.
Can be also used as a form ofwhen used by a player while a game is still in progress as an implication that his win is assured.
Equally, using a variation "GGEZ" good game, easy can be considered a BM.
Infor example, a "ghost car" may follow the last or fastest path a player took around the track.
Inthe ghost is an opponent that the player can train against outside of normal or story mode.
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 as it travels the course.
Many racing games, including, and 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 as "Time-Shifted Multiplayer", was implemented in the mobile racing game.
It works by recording the lap times of players in each race, and uses statistics from other players to recreate their lap times for the player to beat.
These ghost cars can with the player and other vehicles, and are fully visible to the player.
In some s, such as the andsaved replay data can be used in one of the player slots in a multiplayer game.
A character, character class, or character ability that is sufficiently underpowered to making continue reading the gimp a severe handicap in the context of the game.
A design choice that has this effect.
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.
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.
A player in a multiplayer video game who deliberately irritates and harasses other players within the game.
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.
A portable gaming ; i.
Nintendo's is the most-recognizable example.
A mechanism by which prioritize which player s to attack.
It is often an option that can be disabled as it may induce in players.
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.
In video games, a heat map is typically an overhead representation of a game level showing, through background game data collection, a statistic such as where player characters died.
Brighter spots or highly concentrated areas online casinot bästa where these events occurred the most.
Such maps may be used by developers to help refine map design.
See hitscan Commonly seen inhitscan 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 slower projectiles which have noticeable travel time.
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 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.
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 largethough there are exceptions.
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 sites, with the intent that those subscribers will be influenced to buy the game.
A character who does not meet the required level of the item would be unable to equip it.
Graphic elements that communicate information to the player and aid interaction with the game, such as health bars, ammo meters and maps.
This interface allows the player to retrieve single-use items for an instant effect or to equip the player-character with the item.
An obstruction in a video game that halts movement in a specific direction, even though terrain and features can be seen beyond the boundary.
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 on top.
Japanesetypically referring to a subgenre of RPGs that originated from.
More skilled players typically have higher kill-death ratios.
A stage or level in a video game often an that stops the player's progress due to a.
Kill screens can result in unpredictable gameplay and bizarre glitches.
The games and also have kill screens.
Pac-Man's kill screen was playable, but rendered in such a way that it was not possible to gather sufficient points to advance.
Ars Technica calls it the "second-most famous kill screen of all of gaming" and described it as "mythic".
This was popularized in the documentary.
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.
A maneuver in which a player-character gets an enemy NPC to chase after them so as to lead them somewhere else like a 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.
During knock-back, the character is unable to change their direction until a short recovery animation is finished.
Knock-back sometimes results in falling down pits if the character is standing close to the edge when hit with a knock-back attack.
The Konami Code A fixed series of controller button presses used across numerous games to unlock special cheats such as gaining a large number of lives inand 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".
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.
A multiplayer 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.
One or more of these may be a.
They often provide for a console's source and are influential on its reputation.
Often, these games are largely responsible for the success or failure of each console.
Mostly, these games contain sequels of games that already have a high level of popularity and popularity that alone draw a lot of attention to themselves and the new console.
Among them, there are also new brands, such as fromone of the most commercially successful video games of all time, contributing significantly to the success of the Xbox.
A type of video game done by players, through screenshots or video, where the player provides commentary about the game as they work through it.
Also area, map, stage.
Several levels may be grouped into a.
Some games include special or.
A character's in awhich increases through playing the game to train a character's abilities.
It serves as a rough indicator of that character's overall proficiency.
A round or in a single-location game with increasing difficulty.
See also.
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.
If the player character is several levels higher, either the enemy would be or the player's abilities 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 and.
One of multiple chances that a player has to retry a task after failing.
Losing all of one's lives is usually a and may force the player to start over.
It is common in for the player-character to have multiple lives and chances to during the game.
This way, a player can recover from making a disastrous mistake.
A life may similarly be defined as the period between the start and end of play for any character, from to destruction.
A specialized type of game controller that the player points at their television screen or monitor to interact with the game.
Games that feature such loadouts typically allow players to store, recall, and adjust two or more loadouts so they can switch between them quickly.
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 material that is against local law, or in some cases self-censoring in an effort to obtain a more commercially-favorable.
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, click the following article 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.
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.
The handling of high-level decisions, primarily in games.
Any of a variety of 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.
In comparison, offer rewards but don't advance the main quest.
The genre is popular among.
MMO A game that involves a large community of players co-existing in an online world, in cooperation or competition with one another.
MMORPG An MMO that incorporates traditional role-playing game mechanics.
Games such as and were progenitors of the genre.
The most popular and most well-known game of this type is.
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.
Reaching the maximum that a character or in some cases, a weapon or other game item can have.
Raising a character's statistics to the maximum value.
In games, recruiting units until the maximum number is reached.
For example, in some 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 asthe overall card and deck construction is considered part of the metagame.
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 or viewed from the top-down, although they can be found in 3D as well.
Many borrow features from games, such as permanent death.
Named for two pioneers of the genre, the and series.
The handling of detailed gameplay elements by the player.
A business model used in games where players can purchase virtual goods via micropayments.
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.
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 alsoand.
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.
A third-party addition or alteration to a game.
Mods may take the form of new character skins, altered 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.
click at this page or non-play modes for the hardware or software of a video game, such as a diagnostic or configuration mode, video oror the of arcade games.
Gameplay modes which affect the game mechanics.
Popularized by themotion control is available on most recent console and handheld systems.
Also multi-user domain, multi-user dungeon.
A multiplayer real-time virtual world, usually text-based.
This technique let developers make each in-memory portion of the game more complex.
A game which can be played on multiple.
A game that allows multiple players to play at once.
MOBA A genre of video game popularized by that pits teams of players to defend their home base from enemy onslaughts.
The PlayStation 2 was first with this feature in the and series.
Players may have to meet certain requirements in order to view each ending.
A common feature of most tables.
A change intended to weaken a particular item, tactic, ability, or character, ostensibly for purposes.
An option to play through an already-completed game's story again, carrying over characters, attributes, or equipment from a prior.
Not as pejorative as.
A that allows players to pass through normally impenetrable objects — walls, ceilings, and floors — by disabling.
A visual element of most 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.
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 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 or games.
A game where part of the is on a server and requires an Internet connection.
Many games support online play.
The opposite of a ; the test players are not bound by non-disclosure agreements and are free to show the game to others.
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 '' are sometimes used interchangeably, the terms refer to different concepts and are not synonymous.
OP An item, ability or other effect that is too powerful, disturbing the game.
Often a controversial term.
In games such as RPGs, an area that serves to connect other areas of the game world.
In s, levels that are considered above-ground, in contrast to cave-like levels which are referred to as.
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.
In a cooperative multiplayer game, a team of players working to complete the same mission or.
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".
In 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.
Special bonuses that video game players can add to their characters to give special abilities.
Similar tobut permanent rather than temporary.
When a player must restart the game from the beginning when their character dies, instead of from a or.
PSW An online game-world that exists independently of the players and is semi-permanently affected by their actions.
A game that blends its in-game world with the physical world.
The term has been associated with, and.
Examples of pervasive games include and.
In s, the network latency between the client and server.
A means of highlighting a feature on a game's map that is seen on the user interface of allied players.
While ping systems existed in various genres such as MOBAs before, in the late 2010s was cited with populirizing the system for first-person shooters that enabled effective communication between players without the need for voice chat.
Common in adventure games, most players consider 'hunt-the-pixel' puzzles to be a tedious chore, borne of inadequate game design.
The specific combination of electronic components or which, in conjunction withallows a video game to operate.
A resting piece of ground, frequently floating, in a platform game see below.
A video game genre which involves heavy use of jumping, climbing, and other acrobatic maneuvers to guide the between suspended platforms and over obstacles in the game environment.
PC The character controlled and played by the human player in a video game.
Often the game's main.
Tidus fromDoomguy from the series, and Commander Shepard from the series are all "player-characters" developed by their game studios.
PvE Refers to fighting computer-controlled enemies sas opposed to player versus player PvP.
PvP Refers to competing against other players, as opposed to player versus environment PvE.
Persistent power-ups are called.
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 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 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 throughthus making every character substantially more powerful than they were at release.
This is usually due to an item becoming available or certain abilities being unlocked.
Particularly common for s, procs are random events where special equipment provide the user with temporary extra powers, or when the opposing enemy suddenly becomes more powerful in some way.
The term's origin is uncertain, possibly from programmed random occurrence, process, or procedure.
When the game algorithmically combines randomly generated elements, particularly in game world creation.
The company that in whole or in part finances, distributes and markets the game.
This is distinct from thethough the publisher may own the developer.
Pwned Dominated by an opponent, usually another player.
Intentional misspelling of "owned" that was made popular in World of Warcraft.
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.
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.
A mechanism in a video game where progress to or from a can be done by pressing a single controller button or keystroke, instead of opening a file dialog to locate the save file.
Typically, there is only one quickload location and quicksaving will overwrite any previously saved state.
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.
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 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.
A raid is a type of mission in a game where a number of people attempt to defeat either: a another number of people at PVPb a series of computer-controlled enemies non-player characters; NPCs in a PVE battlefield, or c superboss.
A gameplay feature most commonly used in older whereby combat encounters with NPC enemies or other dangers occur sporadically and at random without click here enemy being physically seen beforehand.
RDMing When a player character unexpectedly kills a character who is not their opponent or for a non-strategic reason, said to be playing a random while in another game mode.
Examples include branching s in an RPG, or detailed interacting systems in a simulation or strategy game.
A reactive game world offers a greater number of possible outcomes to a given action, but increases the complexity and cost of development.
A game could look fine at start-up, but as data is distorted the game will eventually become unplayable or crash.
RTS A genre of video game where the player controls one or more units in real-time combat with human or computer opponents.
Also rerollingRestarting a game with a new character from level 1 after having a previous character.
The ability to play the game again with reasonable enjoyment.
This usually requires an expenditure of in-game money or other earned gameplay element.
Also old-school gamingThe playing or collecting of older personal computer, console, and arcade phrase best casino in romania here games in contemporary times.
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.
A genre of video game requiring the player to perform actions in time to the game's music.
Abbreviation of Random Number Generation.
Often used in games that depend on item drops or successful spawn rates to emphasise chances.
A tactic used in certain games that include physics simulation and rocket launchers or explosives.
The player aims their weapon at or near their 's feet, or stand their character where there will be an explosion, and use the force of the blast to propel the character beyond normal jumping ability.
A sub-genre of games primarily featuring levels, tile-based movement,complex maps to explore, resource management, and.
Games that lack some poker best hand chart those elements are usually better termedbut can be referred to as "Roguelites"; in particular, permadeath alone does not make a game Roguelike.
Roguelikes are typically set in dungeons, but may contain an or other settings.
Roguelike games are usually designed to be more challenging than typical games, with luck and memory playing a larger role.
Named after the 1980 game.
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.
RPG An RPG is a game in which the human player takes on the role of a specific character "class" and advances the skills and abilities of that character within the game environment.
RPG characters generally have a wide variety of skills and abilities available to them, and much is involved in creating the best possible form of each of these character classes.
This is different from games such as s FPSwherein the in those games are all standardized forms and the physical skills of the player involved are the determining factor in their success or failure within the game.
In an RPG, a human player can be the best player in the world at the game, but if they are using a character build that is substandard, they can be significantly outplayed by a lesser player running a more-optimal character build.
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.
This was impossible to achieve with the which did mapping in 2D, with height variance done via numbers.
In true 3D game engines to follow, such as those using theroom-over-room became an easy effect to accomplish.
In military games, a.
A game mechanic resulting from that alters the rules of the game to keep the game competitive and fun.
It is most notable in 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.
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.
The term alludes to a child's where the child can create and destroy with no given objective.
While '' and 'sandbox' are sometimes used interchangeably or with only the implication of 'sandbox' being smallerthe terms refer to different concepts and are not synonymous.
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.
It is used, for example, in games that automatically delete any save files when the player-character dies.
Also game save, savegame, or savefile.
A file or similar data storage method that stores the state of the game inenabling 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.
The 2014 game derives both its name and core gameplay from this act.
A mode of gameplay that challenges the player to earn the highest score possible in a game level or through the whole game.
The full set of that is planned to be added to a video game, which can be entirely purchased with a 2.
A finite period of time in a in which new content, such as themes, rules, modes, et cetera, becomes available, sometimes replacing prior time-limited content.
A purchase made in addition to the cost of the base game that generally enables the purchaser access to all that is planned for that title without further cost.
Second-party 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.
Games developed by second-party developers are often called 'second-party games.
Secret characters may initially appear as.
Shoot 'em Up SHMUP A sub-genre of the genre, wherein 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 sub-genre A genre of video game that involves using ranged weapons.
A widely- video game released in large volume with little attention to quality.
An optional which does not advance the.
Inclusive definitions allow for any video game that models reality, such aswhile exclusive definitions generally focus on, or both.
A game that can only have one player at a time.
This is done to make certain tasks easier with frequent cooperation between guilds, and more.
A character-development gaming mechanic typically seen in.
A skill tree consists of a series of skills sometimes known as which can be earned as the player or otherwise progresses their.
These skills grant benefits; for example, giving the character the ability to perform a new action, or giving a boost to one of the character's stats.
A skill tree is called a "tree" because it uses a tiered system and typically branches out into multiple paths.
A tiered skill tree will require a player to achieve certain skills before the next tier of skills become available.
The player may be required to achieve all skills in one tier before moving on to the next, or may only be required to complete prerequisites for individual branches.
Skill trees are a common tool used for in-game by game designers.
Skill trees also offer a "game within a game" in which players are not only playing a video game, but their decisions on how they allocate points into their skill trees will affect their overall gaming experience.
The action roleplaying gamereleased in 2000, is often cited as the true innovator of in-depth skill trees.
Skins are featured as part of loot drops, with most games rewarding them based on scarcity or by awarding skins for completing certain objectives or placing high in competitive modes.
This allows players to use skins to display rare achievements or high skill level.
It is popular in games.
The concept is similar to and that can be found in gambling and board games.
A situation where further progress in a game becomes impossible, but the game itself doesn't crash or hard lock.
An example of asoftlocks can occur as the result of glitches in gameplay, the use of s, ing, or as a result of poor game design.
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.
The place where a character or item is placed in the game world.
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 past choices for some in-game cost and pursue a different specialization.
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.
The damage may decrease further from the point of impact; this is known as damage falloff.
Attacks with an explosive or other component deal splash damage, affecting the area around the attack's impact.
Splash damage is particularly useful against game targets that dodge well.
However, splash damage weapons are also dangerous since they can damage the shooter and are not preferred in close-quarters combat.
Such weapons are typically aimed at an opponent's feet; this ensures that the impact point is near enough for splash damage to cover the opponent in the event that the shot misses.
Usually splash damage is separate from the damage of a direct hit with an attack, and the two may or may not both affect the target.
Often there is damage falloff, meaning the further away from the center of the attack a target is, the lower the splash damage.
A game that presents two or more views seen by different players in a multiplayer game on the same display unit.
An overarching term that covers both and.
Essentially, any effect to a character that is outside of the normal baseline is a status effect.
To move sideways, often to incoming attacks.
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.
A game genre which emphasizes consideration and planning to achieve victory.
Subgenres includestrategy and wargames.
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 demonstration of a game, or to play a game through.
Often caused by being staggered by repeated attacks from multiple enemies.
A game set in a hostile open-world environment where characters are challenged to collect resources, craft items, and survive as long as possible.
A character with abilities or equipment to have high and damage mitigation that draws from opponents and receives enemy attacks so that teammates can concentrate on their attacks or objectives.
Teabagging An act usually considered disrespectful and provocative, consisting of a player-character repeatedly crouching and standing back up right next to or over a knocked down or dead opponent.
Originates from shooters where the player can stand over the opponent's dead body and slowly crouch and stand up, thus giving sexual connotations, but has been extended to other genres where this may not be as clear.
Often done to make the opponent act irrationally.
Teamkilling is often identified as.
A branching series of technologies that can be researched in strategy games, to customize the player's faction.
This character is killed and the player-character landing on them is granted credit for the kill.
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.
Usually considered a sign of predictability, but for some characters it may be necessary.
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 through selection of equipment and skills.
Usually used in the game.
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 for one but will release for other platforms when the exclusivity period expires.
Early title screens often included all the available single player, multiplayer, configuration of controls, etc.
This can be attributed to the use of the title screen as ain which to cache all the graphical elements of the main menu.
Older computer and video games had relatively simple menu screens that often featured artwork.
In arcade games, the title screen is shown as part of the loop, usually after a game demonstration is played.
The title screen and list urge potential players to.
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 " is often displayed.
Controls that lack an actual "Start" button use a different prompt; thefor example, usually prompts to press the "A" button and the "B" trigger simultaneously, as in or.
A form of user input that relies on physical touch, rather than a mouse, keyboard or other control method.
A form of a video game controller, most often found on cabinets, in which the player uses a freely-rotating ball to interact with the game.
Also known as playing sweaty.
When a game consists of multiple turns.
When one player's turn is complete, they must wait until everyone else has finished their turn.
A practice in of equipping a low-level character with items or resources not normally available to new characters, by transfer from high-level characters.
A character, item, tactic, or ability considered to be too weak to be.
Equipment is commonly upgraded through while a character upgrade may be an alternative to advancing a character.
Video games which are announced and appear in active development for some time but are never released nor officially cancelled.
The process of designing a video game, including content article source game mechanics.
VR Virtual reality 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.
This immersive environment can simulate the real world or it can be fantastical, creating an experience that is not possible in reality.
Current VR technology commonly uses headsets or multi-projected environments, sometimes in combination with too best of joe pesci casino opinion 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.
A genre of video games with interactive stories.
These games typically use static imagery, -styled character art, and detailed backgrounds, with character dialogue presented in text boxes.
Players may alter the path of the story by choosing from or a small list of actions.
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 in general, ignoring any precision required.
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.
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 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.
The first use of this technique was with early games like andwhich were littered with unmarked switches and secret doors that could otherwise only be found by accident or by purchasing a.
The term is a specific reference to the sounds made by the when using this technique.
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.
A game mechanic popularized by the series and used in many games.
A player's actions in an 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.
A shortcut that allows a player to bypass one or more sections of the game.
A common control-mechanism using a typical just click for source, with the W, A, S, and D keys bound to movement controls.
This allows -like control with the left hand.
When one wave of enemies is defeated, player s are typically given a short period to prepare for the next wave.
These players are typically seen as the largest segment for revenue production for free-to-play titles.
White whales may also refer to exceptionally high spenders.
Borrowed from gambling jargon; a 'whale', in that context, is a person who makes extravagant wagers or places reckless bets.
In older games, such as and traditionally in fighting games such asit is not an actual voice sample but text superimposed on an image of the winning character, occasionally depicted alongside the visibly injured defeated character for example.
Win quotes are often little more than trash talk, but they help players to understand and identify with the characters.
For example, ineach character has special win quotes against each of the 8 teams; inplayers can choose one of four win quotes by holding certain button combinations after winning a battle; in : 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.
Some win quotes have characters break thesuch as 's win quote in which she suspects the game is set on the easiest difficulty setting; or are referring to otherlike 's Street Fighter Alpha 3 win quote in which she says she prefers "street fighting to sparring in.
A fight will typically happen once all or most of these levels are completed rather than after each individual level.
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.
Wrapping is also used to make a 2D game world round; for example, in exiting the game screen to the right wraps the player to the same position on the left side of the screen.
Similarly, inexiting 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.
Etymologically-derived from the computer security and piracy terms and.
CPUA game that has no players and only has.
A section of a or 's shared environment within which communications may be limited or game mechanics altered to encourage certain types of.
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This list includes terms used in video games and the video game industry, as well as slang. 16-bit: A descriptor for hardware or software that arose during the fourth. Generally said through a chat function in online multiplayer games when a. Area of effect can also refer to spells and abilities that are non-damaging.


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