Thuật ngữ của các điều khoản trò chơi video

Từ Wikipedia, bách khoa toàn thư miễn phí

(Chuyển hướng từ Cuộc chiến của bàn giao tiếp)

Chuyển sang điều hướng Chuyển đến tìm kiếm

Đây là bảng chú giải thuật ngữ trò chơi video liệt kê các thuật ngữ chung như thường được sử dụng trong các bài viết Wikipedia liên quan đến trò chơi video và ngành công nghiệp của nó.

1-up
Một vật thể mang lại cho người chơi thêm cuộc sống (hoặc thử) trong các trò chơi mà người chơi có số lượng cơ hội hạn chế để hoàn thành trò chơi hoặc cấp độ. Nó cũng có thể được sử dụng để có nghĩa là đánh bại người khác bằng một số lượng rất nhỏ.
100%
Để thu thập tất cả các đồ sưu tầm trong một trò chơi, được biểu thị trong các trò chơi dưới dạng bộ đếm tỷ lệ phần trăm hoặc được xác định bởi sự đồng thuận của cộng đồng người chơi. [1]
1CC
"(Cách khác là" một đồng xu rõ ràng "). Hành động hoàn thành một trò chơi arcade mà không sử dụng nhiều hơn một tín dụng (nghĩa là cho ăn tín dụng), mặc dù nó cũng có thể được áp dụng cho bất kỳ trò chơi console hoặc PC nào sử dụng một số hình thức tiếp tục s (thuật ngữ "không tiếp tục rõ ràng" đôi khi được sử dụng trong các trường hợp như vậy). Thuật ngữ "1LC" (hoàn thành một đời) hoặc "không bỏ lỡ rõ ràng" được sử dụng thay thế khi hoàn thành trò chơi mà không mất cuộc sống (nếu trò chơi có sự sống). Điều này có thể được mở rộng hơn nữa thành "không có thiệt hại rõ ràng" hoặc "không hoàn thành thiệt hại" trong các trò chơi mà nhân vật người chơi có chỉ số sức khỏe . Một số trò chơi arcade cung cấp các chuỗi kết thúc hoặc thử thách đặc biệt khi người chơi đạt được 1CC.
1v1
Viết tắt của 1 so với 1, có nghĩa là hai người chơi chiến đấu với nhau. Thuật ngữ này đồng nghĩa với thuật ngữ PvP. Xem người chơi so với người chơi .
Đồ họa 2D
Kỹ thuật kết xuất đồ họa trong phối cảnh hai chiều, thường sử dụng các họa tiết.
Đồ họa 2.5D
Các đối tượng hai chiều được đặt trong một mặt phẳng chuyển động hai chiều.
Đồ họa 3D
Kỹ thuật kết xuất đồ họa có các đối tượng ba chiều.
4X
Một thể loại trò chơi video chiến lược, viết tắt là "khám phá, mở rộng , khai thác và hủy diệt ".
8-bit
Một mô tả cho phần cứng hoặc phần mềm phát sinh trong thế hệ máy chơi game video thứ ba, nhắm vào kiến ​​trúc máy tính 8 bit.
16-bit
A bộ mô tả cho phần cứng hoặc phần mềm phát sinh trong thế hệ máy chơi game video thứ tư, nhắm mục tiêu kiến ​​trúc máy tính 16 bit.
32-bit
Bộ mô tả cho phần cứng hoặc phần mềm phát sinh trong thế hệ máy chơi game video thứ năm, nhắm mục tiêu Kiến trúc sư máy tính 32 bit re.
64-bit
Một bộ mô tả cho phần cứng hoặc phần mềm phát sinh trong thế hệ máy chơi game video thứ năm, nhắm vào kiến ​​trúc máy tính 64 bit.
AAA

] Ngoài ra triple A .

Một trò chơi có ngân sách cao với đội ngũ phát triển lớn hoặc các studio trò chơi tạo ra chúng. Các trò chơi AAA thường là đa nền tảng có ngân sách hàng triệu đô la, và dự kiến ​​sẽ bán được hàng triệu bản. [2] [3]

từ bỏ trò chơi
bị quên lãng hoặc bị bỏ rơi bởi các nhà phát triển của nó vì bất kỳ lý do nào, bao gồm cả các vấn đề bản quyền. [4]
hành động
Đôi khi được sử dụng để chỉ các cấp hoặc các nhóm cấp lên một thế giới lớn hơn hoặc cốt truyện.
trò chơi hành động
Một thể loại trò chơi nhấn mạnh vào những thách thức về thể chất, phối hợp mắt và phản xạ. Nó bao gồm các trò chơi chiến đấu, game bắn súng platformer s.
điểm hành động (AP)
Một tiểu đơn vị của lượt người chơi. Ví dụ: trò chơi có thể cho phép một hành động chỉ xảy ra miễn là người chơi có đủ 'điểm hành động' để hoàn thành hành động. [5] [6]
trò chơi nhập vai hành động ] (ARPG)
Một thể loại trò chơi điện tử nhập vai trong đó các hành động chiến đấu được thực hiện trong thời gian thực thay vì cơ chế theo lượt.
hành động mỗi phút (APM)
Tổng số hành động người chơi có thể thực hiện trong một phút. Hầu hết những người chơi ở cấp độ chuyên nghiệp đều tập trung vào APM cao ngoài kỹ năng thô. [ cần trích dẫn ]
Thêm
Thường được sử dụng trong trò chơi nhập vai trò chơi video MMORPG nơi ông chủ kêu gọi tiếp viện để giúp họ hạ gục các thành viên trong nhóm.
trò chơi phiêu lưu
Một thể loại trò chơi nhấn mạnh vào việc khám phá và giải câu đố. ] AFK
Xa bàn phím. Nói chung thông qua chức năng trò chuyện trong các trò chơi nhiều người chơi trực tuyến khi người chơi dự định tạm thời không khả dụng. Thuật ngữ BRB (quay lại ngay) từ nhắn tin cũng được sử dụng, mặc dù hai thuật ngữ này có thể thay thế cho nhau tùy theo từng người.
aggro
Viết tắt của 'tăng nặng' hoặc 'xâm lược'. 'Gây ra aggro' trong một trò chơi video có nghĩa là thu hút sự chú ý của kẻ thù từ các NPC để tấn công nhân vật người chơi. 'Quản lý aggro' liên quan đến việc giữ cho các NPC hung hăng không áp đảo người chơi hoặc bên . Thuật ngữ này có thể được sử dụng một cách lịch sự để chỉ những người ngoài cuộc bị kích thích ('vợ aggro', 'mẹ aggro', v.v.). Cũng thấy ghét .
aimbot
Một game bắn súng góc nhìn thứ nhất gian lận cho phép người chơi bắn các nhân vật khác mà không cần nhắm. Trong hầu hết các trường hợp, kẻ ô ngắm nhắm vào mục tiêu trong tầm nhìn của người chơi và người chơi chỉ phải bóp cò. Aimbots là một trong những trò gian lận phổ biến nhất trong FPS nhiều người chơi, được sử dụng từ năm 1996 Quake . [7] : 119 So sánh với tính năng tự động .
nhắm vào tầm ngắm (ADS)

Ngoài ra nhắm vào tầm ngắm .

Đề cập đến phương pháp bắn súng thay thế phổ biến trong súng một trò chơi game bắn súng góc nhìn thứ nhất (FPS), thường được kích hoạt bằng nút chuột phải. Sự tương tự trong đời thực là khi một người giơ khẩu súng lên và đặt khẩu súng ngay bên trong vùng vai, và cúi đầu xuống để họ có thể nhìn thấy một đường thẳng dọc theo đỉnh của khẩu súng trường, qua cả hai điểm ngắm sắt hoặc một phạm vi, nếu được trang bị. Trong hầu hết các trò chơi, điều này làm tăng đáng kể độ chính xác, nhưng có thể hạn chế tầm nhìn, nhận thức tình huống, tính cơ động và cần một ít thời gian để thay đổi vị trí vũ khí.

phiên bản alpha
Phiên bản ban đầu, chưa hoàn chỉnh của trò chơi. Các phiên bản Alpha thường được phát hành sớm trong quá trình phát triển để kiểm tra các khái niệm thiết kế nguyên mẫu và chức năng quan trọng nhất của trò chơi. So sánh với bản phát hành beta .
Luôn bật DRM
Một loại quản lý quyền kỹ thuật số (DRM) thường yêu cầu kết nối với Internet khi chơi trò chơi.
thanh tương tự

Ngoài ra thanh điều khiển ngón tay cái .

] cần điều khiển thường được đặt trên bộ điều khiển trò chơi để cho phép người chơi nhập liệu 2 chiều trôi chảy hơn mức có thể với D-pad . [8] 19659071] animatic

Một cốt truyện hoạt hình một phần với hiệu ứng âm thanh được sử dụng trong quá trình phát triển trò chơi sớm. [9]
ưu tiên hoạt hình
Một loại cơ chế chơi trò chơi trong đó hoạt hình của nhân vật có thể chơi được ưu tiên hơn đầu vào của người chơi ; nói cách khác, nếu người chơi bắt đầu một hành động với một hình ảnh động dài, hoạt hình phải phát ra trước khi người chơi có thể nhập một lệnh mới và cố gắng nhập một lệnh mới sẽ không có hiệu lực. Các trò chơi như sê-ri Souls Monster Hunter dựa trên trò chơi sử dụng ưu tiên hoạt hình. [10]
Bất kỳ%
Một loại speedrun trong đó mục tiêu của người chơi là đạt được mục tiêu cuối cùng của trò chơi càng nhanh càng tốt mà không cần quan tâm đến các bước trung gian thông thường.
AoE
1. Tên viết tắt của khu vực có hiệu lực
2. Tên viết tắt của Age of Empires
trò chơi arcade
Một máy trò chơi vận hành bằng tiền xu (hoặc 'coin-op'), thường được cài đặt trong tủ thẳng đứng hoặc mặt bàn (cocktail). Phổ biến chủ yếu vào cuối những năm 1980, máy arcade tiếp tục được sản xuất và bán trên toàn thế giới.
khu vực
Xem cấp .
khu vực có hiệu lực (AoE)

Ảnh chụp màn hình từ FreedroidRPG cho thấy khu vực có hiệu lực.

Một thuật ngữ được sử dụng trong nhiều trò chơi nhập vai các hiệu ứng khác ảnh hưởng đến nhiều mục tiêu trong một khu vực được chỉ định. Ví dụ, trong trò chơi nhập vai, Dungeons & Dragons một quả cầu lửa phép thuật sẽ gây sát thương cho bất kỳ ai trong bán kính nhất định nơi nó tấn công. Trong hầu hết các game chiến thuật, vũ khí pháo có một khu vực có hiệu lực sẽ gây sát thương cho bất kỳ ai trong bán kính của khu vực tấn công.

Khu vực hiệu ứng cũng có thể đề cập đến các phép thuật và khả năng không gây sát thương. Ví dụ, một phép thuật chữa bệnh mạnh mẽ có thể ảnh hưởng đến bất kỳ ai trong một phạm vi nhất định của người khai thác (thường chỉ khi họ là thành viên của nhóm của người khai thác ). Một số trò chơi cũng có những thứ được gọi là khả năng "hào quang" sẽ ảnh hưởng đến bất kỳ ai trong khu vực xung quanh người có khả năng đó. Ví dụ, nhiều trò chơi chiến lược có các đơn vị anh hùng hoặc sĩ quan có thể cải thiện tinh thần và hiệu suất chiến đấu của các đơn vị thân thiện xung quanh họ. Việc đưa các yếu tố AoE vào cơ chế trò chơi có thể làm tăng vai trò của chiến lược, đặc biệt là trong trò chơi theo lượt s. Người chơi phải đặt các đơn vị một cách khôn ngoan để giảm thiểu các tác động có thể tàn phá của một khu vực tấn công thù địch; tuy nhiên, việc đặt các đơn vị trong một đội hình dày đặc có thể dẫn đến lợi ích vượt xa thiệt hại AoE đã nhận được.

Vùng hiệu ứng trống (PBAoE) là thuật ngữ ít được sử dụng khi vùng bị ảnh hưởng tập trung vào nhân vật thực hiện khả năng, thay vì ở vị trí mà người chơi lựa chọn.

ARPG
Xem trò chơi nhập vai hành động .
trí thông minh nhân tạo (AI)
Thuật toán được sử dụng để tạo phản ứng, thích ứng hoặc hành vi trò chơi thông minh, chủ yếu ở nhân vật không phải người chơi .

Đồng nghĩa với, mặc dù khác biệt với khái niệm khoa học điện toán về 'trí tuệ nhân tạo'.

chế độ tấn công
Chế độ trò chơi trong đó một đội cố gắng tấn công (hoặc chiếm) các khu vực cụ thể và đội kia cố gắng bảo vệ các điểm đó.
lật tài sản
Việc thực hành tạo trò chơi bằng cách sử dụng ' tài sản nghệ thuật và âm thanh miễn phí, từ thị trường trực tuyến hoặc kho tài sản mặc định có trong nhiều công cụ trò chơi. Tài sản lật thường có chất lượng rất kém được thiết kế để bắt kịp một chủ đề hoặc trò chơi phổ biến hiện nay để kiếm lợi nhuận nhanh chóng. Nó bắt chước cách thực hành lật trong thị trường bất động sản.
Trò chơi không đối xứng
Trò chơi nhiều người chơi hợp tác hoặc cạnh tranh trong đó mỗi người chơi sẽ có trải nghiệm khác nhau phát sinh từ sự khác biệt trong cách chơi, điều khiển hoặc tùy chọn nhân vật trong trò chơi là một phần của trò chơi. Điều này trái ngược với lối chơi đối xứng, nơi mỗi người chơi sẽ có cùng trải nghiệm, chẳng hạn như trong trò chơi Pong . Gameplay bất đối xứng thường phát sinh trong các trò chơi cạnh tranh trong đó nhân vật của một người chơi bị áp đảo nhưng vượt trội so với những người chơi khác đang cạnh tranh với họ, chẳng hạn như trong Pac-Man Vs. [11]
] Trò chơi nhiều người chơi cạnh tranh trong đó người chơi không phải tham gia cùng một lúc. Những trò chơi như vậy thường theo lượt, với mỗi người chơi lên kế hoạch cho một lượt chơi sắp tới, và sau đó trò chơi sẽ giải quyết tất cả các hành động của lượt đó một khi mỗi người chơi đã gửi chiến lược của họ.
chế độ thu hút [19659006]

Ngoài ra chế độ hiển thị chế độ hiển thị .

Một bản trình diễn được ghi lại trước của một trò chơi video được hiển thị khi trò chơi không được chơi. [12]

Được xây dựng ban đầu thành trò chơi arcade chính Mục đích của chế độ thu hút là để lôi kéo người qua đường chơi trò chơi. [12] Nó thường hiển thị màn hình tiêu đề của trò chơi, câu chuyện của trò chơi (nếu có), danh sách điểm cao, rút ​​thăm trúng thưởng (trên một số trò chơi) và thông báo "Trò chơi kết thúc" hoặc "Chèn tiền xu" hoặc ngoài điều khiển bằng máy tính trình diễn trò chơi . Trong các trò chơi video gia đình Atari của những năm 1970 và 1980, thuật ngữ thu hút đôi khi được sử dụng để biểu thị một trình bảo vệ màn hình đơn giản, từ từ quay vòng các màu hiển thị để ngăn chặn sự đốt cháy phốt-pho trong khi trò chơi không được chơi. Chế độ thu hút thể hiện lối chơi là phổ biến trong các trò chơi video gia đình hiện tại.

Chế độ thu hút không chỉ được tìm thấy trong các trò chơi arcade, mà trong hầu hết các trò chơi vận hành bằng tiền xu như máy pinball, máy xếp và các trò chơi khác. Các máy chơi cocktail có màn hình lật hướng của mỗi người chơi trong các trò chơi hai người chơi theo truyền thống có sự định hướng của màn hình theo hướng 1 người chơi cho chế độ thu hút.

Thực tế tăng cường
Thực tế tăng cường ( AR) là một trải nghiệm tương tác của môi trường trong thế giới thực, theo đó các vật thể sống trong thế giới thực được "tăng cường" bởi thông tin nhận thức do máy tính tạo ra, đôi khi qua nhiều phương thức cảm giác, bao gồm thị giác, thính giác, haptic, somatosensory và khứu giác . Thông tin cảm giác được phủ lên có thể mang tính xây dựng (nghĩa là phụ gia vào môi trường tự nhiên) hoặc phá hoại (nghĩa là che giấu môi trường tự nhiên) và được đan xen liền mạch với thế giới vật lý sao cho nó được coi là một khía cạnh của môi trường thực. Theo cách này, thực tế tăng cường làm thay đổi nhận thức liên tục của một môi trường trong thế giới thực, trong khi thực tế ảo thay thế hoàn toàn môi trường thế giới thực của người dùng bằng mô phỏng. Hiện thực mở rộng có liên quan đến hai thuật ngữ đồng nghĩa chủ yếu: thực tế hỗn hợp và thực tế qua trung gian máy tính.
auto-aim

Ngoài ra aim-hỗ trợ . Một cơ chế trò chơi được tích hợp vào một số trò chơi để giảm mức độ khó bằng cách khóa vào hoặc gần các mục tiêu để nhắm nhanh hơn. Các trò chơi như các tựa game mới hơn Grand Theft Auto sử dụng các cài đặt mục tiêu "cứng" hoặc "mềm" để lần lượt khóa trực tiếp vào kẻ thù hoặc hỗ trợ người chơi nhắm vào kẻ thù trong khi tự do chính xác. Không nên nhầm lẫn với aimbot .

tự động chạy
Tự động chạy, viết tắt là chạy tự động, là một hệ thống trong các trò chơi video gây ra nhân vật người chơi để di chuyển về phía trước mà không cần đầu vào từ người dùng. Hệ thống này được sử dụng chủ yếu trong các trò chơi nền tảng .
avatar
Đại diện của người chơi trong thế giới trò chơi.
cân bằng
Các khía cạnh của một trò chơi nhiều người chơi giữ nó công bằng cho tất cả người chơi. Vấn đề về trò chơi 'cân bằng' là một vấn đề được tranh luận nhiều trong số các cộng đồng người chơi trò chơi.
huy hiệu

Ngoài ra thành tích . ] Một chỉ số về thành tích hoặc kỹ năng, cho thấy rằng người chơi đã thực hiện một số hành động cụ thể trong trò chơi.

vượt qua trận chiến
Một loại kiếm tiền trong trò chơi cung cấp nội dung bổ sung cho trò chơi thông qua hệ thống theo cấp bậc, thưởng cho Người chơi với các vật phẩm trong trò chơi bằng cách chơi trò chơi và hoàn thành các thử thách cụ thể.
bản phát hành beta

Ngoài ra bản thử nghiệm beta .

Bản phát hành sớm của một trò chơi video, sau bản phát hành alpha trong đó nhà phát triển trò chơi tìm kiếm phản hồi từ người chơi và người kiểm tra để loại bỏ lỗi trước khi phát hành thương mại của sản phẩm. [13] Xem thêm close beta open beta .

Black Mage
Một kẻ tấn công tầm xa, anh ta (hoặc cô ta) đối phó trong nghệ thuật tấn công nguyên tố và phi nguyên tố.
Blue Mage
Một kẻ tấn công và hỗ trợ tầm xa, đề cập đến các khả năng mà kẻ thù có được. Được biết đến như là "Ma thuật màu xanh".
BM
"Cách cư xử tệ"; hành vi không được coi là 'gian lận' nhưng có thể bị coi là vô trách nhiệm hoặc thiếu tôn trọng. Một số trò chơi có thể chọn cách trừng phạt những người chơi có hành vi xấu bằng cách đánh giá các hình phạt trong trò chơi, tạm thời ngăn họ quay lại chơi hoặc trục xuất họ vào một môi trường chơi chỉ dành cho những người chơi có hành vi xấu khác.
Xem level .
Tăng tốc
Trong các trò chơi trực tuyến nhiều người chơi bao gồm chơi cạnh tranh xếp hạng, tăng là nơi người chơi có cấp bậc thấp có người chơi có kỹ năng hơn sử dụng tài khoản của họ để cải thiện nhân vật xếp hạng thấp lên cao hơn cấp độ. [14]
giai đoạn thưởng
Cấp độ đặc biệt trong đó người chơi có cơ hội kiếm thêm điểm hoặc tăng sức mạnh . Thường ở dạng một trò chơi nhỏ .
ông chủ
Một nhân vật không phải là người chơi đối thủ trong một trò chơi video thường khó đánh bại hơn nhiều so với kẻ thù bình thường, thường ở cuối cấp hoặc trò chơi.
bot
Viết tắt của robot. Một nhân vật không thể chơi được điều khiển bởi AI (Trí tuệ nhân tạo). Người chơi có thể cạnh tranh hoặc làm việc với bot để hoàn thành các mục tiêu.
hố không đáy
Một mối nguy hiểm phổ biến trong các trò chơi nền tảng, đó là một khoảng trống sâu bên dưới tất cả các vị trí an toàn của nhân vật người chơi có thể đứng trên, hoặc có thể được giới hạn trong các lỗ nhỏ. Rơi vào khoảng trống này thường dẫn đến cái chết ngay lập tức (và mất mạng ), bất kể sức khỏe mà anh ta / cô ta đã bỏ đi. Các hố không đáy cũng có thể đóng vai trò là chướng ngại vật có thể vượt qua bằng cách sử dụng các khả năng hoặc tìm các tuyến đường thay thế.
buff
1. Một hiệu ứng được đặt trên một nhân vật trò chơi video có lợi làm tăng một hoặc nhiều số liệu thống kê hoặc đặc điểm của họ trong một khoảng thời gian tạm thời.
2. Một thay đổi nhằm tăng cường một mục cụ thể, chiến thuật, khả năng hoặc nhân vật, bề ngoài cho mục đích cân bằng. So sánh với nerf .
đạn địa ngục
Một loại bắn lên trong đó người chơi thường phải né tránh một số lượng lớn kẻ thù và đạn của chúng.
] Một bức chân dung của nhảm nhí ảnh chụp màn hình đề cập đến việc trình bày sai về chất lượng kỹ thuật hoặc nghệ thuật của sản phẩm cuối cùng bằng cách nâng cao một cách giả tạo hình ảnh quảng cáo hoặc đoạn phim. nút nghiền
Việc nhấn các tổ hợp nút khác nhau liên tiếp để thực hiện hoặc cố gắng thực hiện các động tác đặc biệt. Kỹ thuật này thường gặp nhất trong các trò chơi chiến đấu. [16]
chế độ chiến dịch

Ngoài ra chế độ câu chuyện chiến dịch . ] Một loạt các cấp độ trò chơi nhằm kể một câu chuyện tuyến tính; một số chiến dịch có nhiều 'đường dẫn', với hành động của người chơi quyết định con đường nào câu chuyện sẽ đi theo và ảnh hưởng đến lựa chọn nào có sẵn cho người chơi vào thời điểm sau.

cắm trại
1. Một chiến lược gây tranh cãi trong đó một người chơi ở một nơi – thường là một vị trí có lưu lượng truy cập cao, kiên cố – trong một thời gian dài và chờ phục kích những người chơi khác. [17] Nó là phổ biến nhất trong game bắn súng góc nhìn thứ nhất . [18]
2. Hành vi treo xung quanh điểm sinh sản hiếm hoi mob giết chết người giữ chỗ cho đến khi mob hiếm hoi sinh sản, thường là trong MMO . Điều này có thể được gọi là cắm trại sinh sản hoặc sinh sản.
chụp cờ (CTF)
Chế độ trò chơi phổ biến trong trò chơi video nhiều người chơi để bắt và lấy cờ từ lãnh thổ đối lập trong khi bảo vệ cờ trong lãnh thổ của chính mình.
Chơi game thông thường
Chơi game thông thường là một thuật ngữ được sử dụng cho một hình thức chơi trò chơi video trong đó một game thủ không có cam kết lâu dài với một trò chơi và có thể tiếp cận chơi trò chơi trên cơ sở không thường xuyên và tự phát. Trò chơi video thông thường có một số tính năng khác biệt. Chúng thường dựa trên web và thường được tìm thấy trên điện thoại di động hoặc máy tính cá nhân. Họ thường không có một đường cong học tập cao. Để đạt được điều này, hầu hết các trò chơi thông thường có một vài điều khiển – thông thường chỉ cần một hoặc hai nút sẽ chủ yếu kiểm soát phần lớn trò chơi. Các trò chơi thông thường thường không cần nhiều thời gian để chơi. Chúng thường có thể được chơi trong khoảng thời gian nhỏ. Không giống như các trò chơi "khó tính" hơn, các trò chơi thông thường thường không cần nhiều thời gian để đi đến giai đoạn cuối cùng của trò chơi. Do đó, một trò chơi thông thường thường không có tính năng lưu.

[19]

chế độ thử thách
Một chế độ trò chơi được cung cấp ngoài chế độ chơi thông thường của trò chơi, nhiệm vụ của người chơi để phát lại các phần của trò chơi hoặc các cấp độ đặc biệt trong các điều kiện cụ thể thường không có mặt hoặc được yêu cầu trong trò chơi chính, chẳng hạn như hoàn thành một cấp độ trong một thời gian cụ thể hoặc chỉ sử dụng một loại vũ khí. Nếu một trò chơi không có 'chế độ thử thách', người chơi sẽ thường tạo ra các thử thách tự áp đặt bằng cách cấm hoặc hạn chế sử dụng một số cơ chế trò chơi nhất định.
lớp nhân vật
Một nghề xác định khả năng của một nhân vật cũng như các thuộc tính tích cực và tiêu cực. [20] Phổ biến nhất trong các game nhập vai, một lớp nhân vật giúp xác định vai trò của nhân vật trong một nhóm; hoặc trong một trò chơi người chơi có phong cách chơi của nhân vật. Thông thường khi người chơi có được kinh nghiệm với một lớp, họ học các khả năng mới liên quan đến nghề nghiệp đã chọn và một số trò chơi cho phép người chơi thay đổi lớp nhân vật của họ hoặc thành thạo nhiều lớp. Một số ví dụ về các lớp nhân vật nguyên mẫu bao gồm chiến binh (sức mạnh), kẻ trộm (tốc độ và tàng hình), pháp sư (tấn công tầm xa) và linh mục (chữa lành và giữ cho các đồng minh còn sống). [21] [22] Charge shot
Một shot có thể được sạc lên để có thể xử lý một cuộc tấn công mạnh hơn, nhưng cần nhiều thời gian hơn. Thường được thực hiện bằng cách giữ nút bắn.
cheat
Mã trò chơi cho phép người chơi đánh bại trò chơi hoặc thu được lợi ích mà không cần kiếm tiền. Cheat được các nhà thiết kế sử dụng để thử nghiệm trò chơi trong quá trình phát triển và thường bị bỏ lại trong phiên bản phát hành. [9] Xem chế độ thần aimbot ESP cheat chế độ noclip wallhack Mã Konami .
gian lận
Để chơi trò chơi không công bằng; cung cấp một lợi thế không công bằng thông qua các phương tiện bất hợp pháp.
trạm kiểm soát
Một khu vực ở cấp độ mà người chơi sẽ bắt đầu cấp độ từ lần tiếp theo họ chết, thay vì phải bắt đầu cấp độ. Các điểm kiểm tra thường được giữ nguyên cho đến khi người chơi hoàn thành cấp độ hoặc nhận được Trò chơi kết thúc.
chiptune
Âm nhạc được tạo cho phần cứng âm thanh dựa trên vi mạch của máy tính gia đình sớm và máy chơi game. Do những hạn chế về kỹ thuật của phần cứng trò chơi video trước đó, chiptune đã định nghĩa một phong cách của riêng mình, được biết đến với "giai điệu flutelike cao vút, tiếng bass sóng vuông ầm ầm, arpeggios nhanh và tiếng gõ gầm ồn ào." [23]
điện ảnh
Xem cutscene .
khoanh tròn
Một phương pháp di chuyển tiên tiến trong nhiều trò chơi bắn súng góc nhìn thứ nhất sử dụng cả hai ngón tay cái (bàn điều khiển) hoặc điều khiển chuột và bàn phím (PC) để duy trì chuyển động tròn liên tục xung quanh kẻ thù, trong khi duy trì mục tiêu tương đối ổn định trên mục tiêu đó. Cách thực hành này giảm thiểu hỏa lực đến từ đồng đội của mục tiêu, vì bất kỳ sai sót nào cũng có khả năng tấn công và gây hại cho đồng đội của họ.
lớp
Xem lớp nhân vật .
cắt
1. Lập trình được sử dụng để đảm bảo rằng người chơi ở trong các ranh giới vật lý của thế giới trò chơi. [7] : 119 Ngoài ra, hãy xem noclip khi cắt bị vô hiệu hóa.
2. Một quy trình đồ họa 3D xác định xem một đối tượng có thể nhìn thấy và "cắt" bất kỳ phần nào bị che khuất trước khi vẽ nó không.
clone
Một trò chơi có thiết kế tương tự như một trò chơi khác trong thể loại của nó (ví dụ: Doom bản sao hoặc một bản sao Grand Theft Auto . Đôi khi được sử dụng theo cách xúc phạm để chỉ một 'sự lột xác' kém hơn của một tựa game thành công hơn.
close beta
Một giai đoạn thử nghiệm beta trong đó chỉ những người cụ thể mới có quyền truy cập vào trò chơi. ] Chơi trò chơi trên đám mây
Chơi trò chơi trên đám mây có nhiều điểm chung với phát trực tuyến video. Về cơ bản, máy chủ chơi game trên nền tảng đám mây chạy một trò chơi và truyền phát video về trò chơi cho bạn. Các hành động nhập bàn phím, chuột và bộ điều khiển của bạn được gửi qua mạng đến máy chủ chơi game trên đám mây. Máy chủ từ xa thực hiện tất cả các công việc nặng nhọc, trong khi máy tính của bạn chỉ nhận video trực tuyến (và âm thanh) và gửi các lệnh đầu vào. Về cơ bản, chơi game trên nền tảng đám mây giống như một dịch vụ phát video trực tuyến, nhưng tương tác.
CMS
Xem mô phỏng quản lý và xây dựng .
coin-op
Xem arcade trò chơi .
co-op
Xem trò chơi hợp tác .
combo
Một loạt các cuộc tấn công nối tiếp nhau nhanh chóng, điển hình là trong khi một đối thủ đang ở trong đó Hoạt hình "bị tấn công" từ cuộc tấn công trước đó và bất lực để tự vệ. Combo là một yếu tố chính của các trò chơi chiến đấu và đánh bại. Được giới thiệu trong các beat-'em-up như Renegade Double Dragon và trở nên năng động hơn trong Final Fight Street Fighter II . Để thực hiện chính xác một kết hợp, người chơi cần phải học một loạt các tổ hợp phím và nút điều khiển phức tạp. [24]
chơi trò chơi cạnh tranh
Xem thể thao điện tử . vòng lặp bắt buộc
Một chu kỳ của các yếu tố chơi trò chơi được thiết kế để giữ cho người chơi đầu tư vào trò chơi, điển hình là một hệ thống phản hồi liên quan đến phần thưởng trong trò chơi mở ra nhiều cơ hội chơi trò chơi hơn.
Một đơn vị phần cứng trò chơi video thường kết nối với màn hình video và bộ điều khiển, cùng với phần cứng khác. Không giống như máy tính cá nhân, bàn điều khiển thường có cấu hình phần cứng cố định được xác định bởi nhà sản xuất và không thể tùy chỉnh.
thế hệ bàn điều khiển
Một bộ máy chơi game video cạnh tranh trực tiếp để giành thị phần trong một thời đại nhất định. Bộ này, như một thế hệ, đã bị lỗi thời khi giới thiệu "thế hệ tiếp theo" hoặc "thế hệ tiếp theo". [25] [26]
chiến tranh console
Đề cập đến việc cạnh tranh để chiếm lĩnh thị trường máy chơi trò chơi điện tử và cụ thể là sự cạnh tranh giữa Sega và Nintendo trong hầu hết những năm 1980 và 1990. Sự tương tự cũng mở rộng để cạnh tranh trong các thế hệ console sau đặc biệt là các thương hiệu PlayStation và Xbox. [27]
mô phỏng quản lý và xây dựng (CMS)
liên quan đến việc lập kế hoạch và quản lý dân số của công dân tại các thị trấn, thành phố hoặc các trung tâm dân số khác; trong những trò chơi như vậy, người chơi hiếm khi có quyền kiểm soát trực tiếp các công dân do máy tính điều khiển và chỉ có thể ảnh hưởng đến họ thông qua kế hoạch.
xếp hạng nội dung
Phân loại trò chơi video theo các yếu tố liên quan đến sự phù hợp như nội dung bạo lực hoặc tình dục có trong đó trong một trò chơi Một số quốc gia sử dụng các mô hình tự điều chỉnh của ngành để thực hiện điều này, trong khi các quốc gia khác có bảng xếp hạng của chính phủ. Một số xếp hạng nội dung nhất định dẫn đến các sản phẩm thực sự, theo luật hoặc trên thực tế bị cấm bán, chẳng hạn như xếp hạng AO (Chỉ dành cho người lớn) ở Hoa Kỳ. Mặc dù hợp pháp, các tựa game như vậy không được lưu trữ bởi các nhà bán lẻ và sẽ không được chứng nhận phát hành bởi các nhà sản xuất bảng điều khiển lớn như Sony và Microsoft.
tiếp tục

A7Xpg mang đến cho người chơi cơ hội tiếp tục chơi sau khi mất cuộc sống cuối cùng của họ

Một thuật ngữ phổ biến trong các trò chơi video để tùy chọn tiếp tục trò chơi cuộc sống của người chơi đã bị mất, thay vì kết thúc trò chơi và khởi động lại từ đầu. Có thể có hoặc không có hình phạt cho việc này, chẳng hạn như mất một số điểm nhất định hoặc không thể truy cập các giai đoạn thưởng.

Trong trò chơi arcade khi người chơi bị mất hoặc không đạt được mục tiêu, họ thường sẽ được hiển thị màn hình "tiếp tục đếm ngược", trong đó người chơi có thời gian giới hạn (thường là 10, 15 hoặc 20 giây) để chèn thêm tiền để tiếp tục trò chơi từ thời điểm kết thúc; quyết định không tiếp tục sẽ dẫn đến việc hiển thị một trò chơi trên màn hình . [28]

Tính năng tiếp tục được thêm vào các trò chơi arcade vào giữa những năm 1980 do chủ sở hữu trò chơi muốn kiếm tiền nhiều tiền hơn từ những người chơi đã chơi trong thời gian dài hơn. [28] The first arcade game to have a continue feature was Fantasy,[28] and the first home console cartridge to have this feature was the Atari 2600 version of Vanguard.[29]: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.[28] Salen and Zimmerman argue that the continue feature in games such as Gauntlet was an outlet for conspicuous consumption.[30]

In more modern times, continues have also been used in a number of free-to-play games, especially mobile games, where the player is offered a chance to pay a certain amount of premium currency to continue after failing or losing. An example of this would be Temple Run 2where 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 PC on which the game is played. Specialized game controllers include the joysticklight gunpaddleand trackball.
conversation tree
See dialog tree.
cooldown
The minimum length of time that the player needs to wait after using an ability before they can use it again. This concept was first introduced by the text MUD Avalon: The Legend Lives.

An analogy can be made to the reload time and firing rate of weapons. For example, a machine gun has very fast firing rate, so it has a very low cooldown between shots. Comparatively, a shotgun has a long cooldown between shots. Cooldown can be used to balance a weapon such as a turret-mounted machine gun having infinite ammunition, since it can only sustain continuous fire until reaching a threshold at which the weapon would have to cool down (hence the term) before it could be fired again.

In design terms, cooldown can be thought of as an inverted 'casting time' where instead of requiring a wait time before using an ability, cooldown may replace casting time and put the wait after the ability is activated. This creates a new dimension to the balancing act of casting speed versus power: "lower cooldown, faster cast, but weaker strength" versus "higher cooldown, slower cast, but greater strength". This mechanic is integral to such games as World of Warcraftwhere 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 frame rate and ping. For example, in the game Diablo IIcooldown was added in the form of a patch to several graphically and CPU-intensive spells to solve the problem of extreme lag caused by players spamming (ie: repeatedly casting at maxed out cast rates) these spells in multiplayer games.

Moves and attacks in fighting games (like those from the Street Fighter series) are measured in animation frames (which may be 1/20th 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.

cooperative gameplay (co-op)
Multiplayer gameplay where the players work together on the same team against computer-controlled opponents or challenges.[9]
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. 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 softlocks. See also real-time corruptor and ROM hacking.
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.[31]
CPU
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 units (CPUs), a circuit which controls and carries out the instructions to a computer.
CPU versus CPU
See zero-player game.
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.
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 faithfully reproduce every feature of the original version. 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-platform
See multiplatform.
crowd control
An ability, usually with an area of effect, that is used primarily in 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.
CRPG
Abbreviation of computer or console role-playing game.
CTF
See capture the flag.
Cut-In
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 JRPGs it deplete's more than half of the character (or enemy)'s health points.
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.[9]

cybersport
See electronic sports.
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.[8]

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 second (DPS)
Used as a metric in some games to allow the player to determine their offensive power, particularly in games where the player's attacks are performed automatically when a target is in range.
damage ring
A display element typically found in first-person shooters that indicates which direction the player-character is taking damage from.
day one

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.

dead zone
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.
debuff
1.  The opposite of a buff, an effect placed on a character that negatively impacts their statistics and characteristics. See also nerf.
2.  Effects that nullify or cancel the effects of buffs.
destructible environment
A game level in which walls and other surfaces can be damaged and destroyed.[9]
developer
The production company which makes a video game.[9]
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.
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 heavily 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.
Doom clone
An early term to describe first-person shootersbased on gameplay that mimicked that from Doom.
double jump
being able to jump (once) while already in the air and not in contact with anything. The player must then typically touch the ground before being able to mid-air jump again.[32]
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.[33]
downloadable content (DLC)
Additional content for a video game that is acquired through a digital delivery system.
DPM
Abbreviation of damage per minute, used as a metric in some games to allow the player to determine their offensive power.
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.
DRM
See digital rights management.
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.
dungeon

See also level

In an 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.

dungeon crawl
A genre of video game that is based around exploring a dungeon or similar setting, defeating monsters and collecting loot.
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
Game music which reacts to what is happening in the game.[9]
electronic sports

Also competitive gamingcybersports and professional gaming.

Organized competitions around competitive video games, typically using games from the first-person shooter and multiplayer online battle arena genres, and often played for prize money and recognition.

Elo hell
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.
emergent gameplay
Gameplay that develops as a result of player creativity, rather than the game's programmed structure.[9]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 game-play available in a massively multiplayer online game for characters that have completed all of the currently-available content.
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.
energy
1.  Governs how often a player character is allowed to use a special ability, mostly in action or combat-oriented games. Behaves similar to mana points.
2.  Governs how often a player is allowed to play a particular free-to-play game; energy can be replenished instantly with an in-app purchaseor replenished slowly by waiting and not playing the game.
engine
See game engine.
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.[7]:120
experience point (XP)
In games that feature the ability for the player-character to gain levels, such as role-playing video gamesexperience points are used to denote progress towards the next character level.
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) travel between already-discovered portions of the game's world without having to actually interactively move that distance.[34]
feed
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.
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.

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.
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, and where the primary mechanic is the use of guns and other ranged weapons to defeat enemies.
flashing invulnerability

Also invincibility framesinvulnerability 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]

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 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.[35][36]
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.
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.[citation needed]See also gib.
frame rate
A measure of the rendering speed of a video game's graphics, typically in frames per second (FPS).
free look
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.
2.  Also called mouselookused to describe a method of control where the player uses the computer mouse to indicate the direction they desire the player-character to look.
Freemium
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.
free-to-play (F2P or FtP)
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 in-app purchase. (Compare 'freemium', a free-to-play game that follows such a model.)
game design
The application of design and aesthetics to create a game. Compare with video game design.
game engine
The code on which a game runs. There are different subsets of engines such as physics engines and graphics engines.[9]
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 and/or lives. An unanticipated and novel use of game mechanics may lead to emergent gameplay.

game mode

Also gameplay mode.

A game mode is a distinct configuration that varies game mechanics and affects gameplaysuch as a single-player mode vs a multiplayer mode, campaign modeendless modeor god mode.

game over
1.  The end of the game.
2.  The failure screen shown at a game loss.
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.
game save
See saved game.
game studies
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.
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.
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.
gating
Part of a game's design that regulates how new gameplay elements, levels, weapons, abilities, or the like are introduced to the player.[37][unreliable source]
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. Due to abbreviation being synonymous with game's end, it is often used by spectators to describe 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". Can be also used as a form of BMwhen 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.
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 TurismoF-Zeroand 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.[38] 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 Osu! Tatakae! Ouendan!saved replay data can be used in one of the player slots in a multiplayer game.

gib
Gore and body chunks which fly from a game opponent when hit with such force that they rupture. Abbreviation of "giblets".[9]
gimp
1.  A character, character class or character ability that is underpowered in the context of the game.
2.  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.
god mode

Also: infinite healthinfinite lifeinvincibilityinvulnerability

A cheat that makes player-characters invulnerable.[7]:119 Occasionally adds invincibility, where the player can hurt enemies by touching them (e.g., the Super Mario Super Star).[39]:357 The effect may be temporary.[40]See flashing invulnerability.

gold farming
See farming.
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.[41]
griefer
A player in a multiplayer video game who deliberately irritates and harasses other players within the game.[42][13] 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.
guardian

Also tank

A fighter in a role-playing game, usually an MMORPG, who soaks up the damage like a sponge and returns fire with heavy hitting attacks. In games like Final Fantasy XIVthey act as a decoy so the other fighters can concentrate on their attacks or objectives.
handheld console
A portable gaming console. Nintendo's Game Boy is the most-recognizable example.
hate
A mechanism by which non-player characters prioritize which player(s) to attack. 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
See critical hit.
Head swap
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.

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).

heat map
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.
hit marker
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
See health.
hitbox
The virtual envelope describing precisely where the game will register any hits on a game target.
hitscan
Commonly seen in first-person shooters. Hitscan is a type of damage shot from a gun or similar that has no travel time, but instead hits the first thing along its path immediately. This is typically used for bullet-based guns such as pistols, shotguns, and sniper rifles. Contrast to projectileswhich have travel time.
horde 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.
in-app purchase (IAP)
A microtransaction in a mobile game (or regular app), usually for virtual goods in free or cheap games.[3]
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 publisherthough there are exceptions.

infinite health
See god mode.
infinite life
See god mode.
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 by the influencer to buy the game.
Item Level
A number attached to an item, be it weapon, armor, or crafting clothing, which roughly indicates the item's power. Most predominantly in MMORPGs. If characters do not meet the required item level set by the dungeon or quest line, they would be unable to partake in the event.
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.[9]

inventory
A menu or area of the screen where items collected by the player-character during the game can be selected.[9] This interface allows the player to retrieve single-use items as an instant effect or to equip the player-character with the item.
invincibility
See god mode.
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.
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 gametypically referring to a subgenre of RPGs that originated from Japan.
jump
A basic move where the player jumps vertically.[39]:100–101
Kill-death ratio
A statistic typically found in player-versus-player video games, gauging the ratio between the number of opponents the player defeated and the number of deaths the player suffered at the hands of opponents. More skilled players typically have higher kill-death ratios.
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 considered to be unplayable due to a bug associated with an integer overflow in the game's code.

A stage or level in a video game (often an arcade game) that stops the player's progress due to a software bug.[43] Kill screens can result in unpredictable gameplay and bizarre glitches.[44]

Notable arcade kill screens include:[relevant? ]

  • Round 256 (round 0) of the coin-operated Dig Dugwhere the player cannot move and ultimately dies.[45]
  • Pac-Man has a kill screen on level 256 based on an integer overflow;[39]:48[46]Ars Technica calls this "one of the most well known accidental endings in gaming".[45] The games Ms. Pac-Man and Jr. Pac-Man also have kill screens.[45] 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 has a kill screen caused by an overflow condition, where the game timer kills the player before it is possible to beat the level.[45]Ars Technica calls it the "second-most famous kill screen of all of gaming"[45] and Wired described it as "mythic".[47][48] This was popularized in the documentary The King of Kong.[45]
  • Duck Hunt has a kill screen after level 99 in which the ducks fly at a higher speed, making them difficult to hit.[45]
  • 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".[49]
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.
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
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.[50] 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

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".

lag
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.
laner
A player role in MOBA games that focuses on one of the typically three lanes on the map.
last hitting
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.
launch title
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 pack-in game. They often provide first impressions for a console's abilities and are influential on its reputation.
Let's Play
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.[51]
level

This is a bird's eye view of a typical MOBA level in the mobile game Vainglory.

1. A location or area in a game.

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.
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
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.[52]
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.[53][54] A life may similarly be defined as the period between the start and end of play for any character, from creation to destruction.[55]
light gun
A specialized type of game controller that the player points at their television screen or monitor to interact with the game.
Limit Break
A powerful move that allows the player to turn the tide of battle. Occurs when said characters have filled up their required super meter (a gauge near their health, MP bar, or character portrait picture) to maximum. In the case of Final Fantasy XIVfor instance, a player can resurrect the entire party from being totally wiped. These moves sometimes include a dramatic cut-in screen of the character.
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.
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.[56]
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.
macro
The handling of high-level decisions, primarily in real-time strategy games. See also micro.
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 comprise 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.
masocore
A portmanteau of masochist and hardcorereferring to a genre of punishingly difficult games, particularly the Dark Souls series, BloodborneNiohand indie games such as I Wanna Be the Guy and Super Meat Boy.[57] The genre is popular among hardcore gamers.[58]
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.
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.
metagame
In games that encourage repeated playthroughs, including match-based multiplayer games, the metagame or meta refers to 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 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 Warcraftthe overall card and deck construction is considered part of the metagame.
metastory
The sum total of all known or implied stories of every character in the game, every branching storyline, all potential outcomes and backstory.[9]
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. See also in-app purchase.
min-maxing
The practice of playing a role-playing gamewargame or video game with the intent of creating the "best" character by means of minimizing undesired or unimportant traits and maximizing desired ones.[59] 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.[60]
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 stagesecret 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 rating.
mob
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.
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 testor the attract mode of arcade games.
2.  Gameplay modes which affect the game mechanics. See game mode.
Monk
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.
motion control
A game system that requires physical movement by the player to control player character actions. Popularized by the Nintendo Wii, motion control is available on most recent console and handheld systems.[13]
mouselook
See free look.
MP
1.  Abbreviation of magic points.
2.  Abbreviation of multiplayer.
MUD

Also multi-user domainmulti-user dungeon.

A multiplayer real-time virtual world, usually text-based.

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.[61][page needed][62]
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 real-time strategy games 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
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.
multiplier
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.
nerf
A change intended to weaken a particular item, tactic, ability, or character, ostensibly for balancing purposes.[63]
New Game Plus
An option to play through an already-completed game's story again, carrying over characters, attributes, or equipment from a prior playthrough.
newbie
Someone new to the game, generally used as a pejorative, although usually light-heartedly. See noob.
noclip mode
A cheat that allows players to pass through normally impenetrable objects – walls, ceilings, and floors – by disabling clipping.[7]:119
non-player character (NPC)
A computer-controlled character or any character that is not under the 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. See newbie.
noscope
Similar to quickscopingthis is a term used to describe when a player uses a sniper rifle to achieve a kill without using its scope.
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.
old-school gaming
See retrogaming.
one-trick

When a player continually chooses to play as a specific character in a wide roster, and often refuses to switch[64]
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.
open world
A game world that the player may freely traverse, rather than being restricted to certain pre-defined areas. While 'open world' and 'sandbox' are sometimes used interchangeably, the terms refer to different concepts and are not synonymous.
overpowered (OP)
An item, ability or other effect that is too powerful, disturbing the game balance.
overworld
An open area that allows free travel and serves to connect other areas of the game world. In platform games, this term also refers to levels that are considered above-ground, in contrast to cave-like levels, which are referred to as underworlds.
pack-in game
A game that is included with the purchase of a video game console as a form of product bundling.
paddle
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.
party
1.  In a cooperative multiplayer game, a team of players working to complete the same mission or quest. See Role-playing game#Game mechanics.
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".
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 some other urgent matter outside of the game, or to perform other actions, such as adjusting options, saving the current game and/or ending the current game session. In multiplayer online games where actions are performed in 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.
perks
Special bonuses that video game players can add to their characters to give special abilities. Similar to power upsbut permanent rather than temporary.
permadeath
When a player must restart the game from the beginning when their character dies, instead of from a saved game or save point.
persistent 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.[65] The term has been associated with ubiquitous games, augmented and mixed-reality games, mobile games, alternate-reality games, (enhanced) live action role playing, transreality and affective gaming, virtual reality games, smart toys, location-based or location-aware games, crossmedia games and augmented-reality tabletop games.[66] Examples of pervasive games include Pokémon GoThe KillerThe BeastShelby Logan's RunBotFightersMystery on Fifth AvenueMomentumPac-ManhattanEpidemic MenaceInsectopiaVem GråterREXplorerUncle Roy All Around You and Amazing Race.[67][68]
ping
In online games, the network latency between the client and server. See also lag.
Ping may also be a gameplay concept, a means of highlighting a feature on a game's map that is seen on the user interface of allied players.
physical release
A version of a video game released on an optical disc or other storage device, as opposed to a digital download.
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.[citation needed] The text-adventure version of this problem is called 'guess-the-verb' or 'syntax puzzle'.
platform
1.  The specific combination of electronic components or computer hardware which, in conjunction with software, allows a video game to operate.
2.  A resting piece of ground, frequently floating, in a platform game (see below)
platform game

Also platformer.

A video game 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.[9]

player-character (PC)
The main protagonist controlled and played by the human player in a video game. Tidus from Final Fantasy XDoomguy from the Doom series, and Commander Shepard from the Mass Effect series are all "player-characters" developed by their game studios.
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).
playthrough
The act of playing a game from start to finish, in one or several sessions.
point of no return
A point in a game from which the player cannot return to previous areas.
port
See game port.
power-up
An object that gives extra abilities or buffs to the game character, usually as a temporary effect. Persistent power-ups are called perks.
power creep
The gradual unbalancing of a game due to successive releases of new content.[69] 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.
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.
proc
"Proc" and "proccing" is used to describe the activation or occurrence of a random gaming event. Particularly common for massively multiplayer online games, 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 occurrenceprocessor procedure.[70]
procedural generation
When the game algorithmically combines randomly generated elements, particularly in game world creation.
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.
publisher
The company that (in whole or in part) finances, distributes and markets the game. This is distinct from the developerthough the publisher may own the developer.[9]
PvE
See player versus environment.
PvP
See player versus player.
Pwned
To dominate an opponent, usually another player. Intentional misspelling of "owned", derived from World of Warcraft culture.
QTE
See quick time event.
quest
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.
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.[71]
quicksave
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.
quickscoping
A technique in first-person shooter video games used to kill an opponent by quickly aiming down sights on a weapon and immediately shooting.
rack
See level.
rage quit
Rage quitting, sometimes referred to as gamer rage,[72] 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.[73]Contrast with drop-in, drop-out.
raid
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 MMORPGs.
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.
RDMing
From the phrase Random Death Match, 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.
reactivity
Refers to the manner in which a game world reacts to and is changed based on 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.[74]
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. A game could look fine at start-up, but as data is distorted the game will eventually become unplayable or crash.
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.
remorting

Also rerolling

Restarting a game with a new character from level 1 after having maxed out a previous character.

replay value
The ability to play the game again 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.

revamp
Renovation or improvement of a game's user interface, system stats, items, rules, etc.
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 respawningwhich only occurs typically without outside intervention and when a character is removed from play after their health has been depleted.
rhythm game
A genre of video game requiring the player to perform actions in time to the game's music.
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.

Roguelike
A sub-genre of games primarily featuring procedurally-generated levels, tile-based movement, turn-based actioncomplex maps to explore, resource management, and permanent death. Games that lack some of those elements are usually better termed dungeon crawlersbut 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. Often the feature removed will be 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.
role-playing video game (RPG)
An RPG is a game in which the human player takes on the role of a specific character "class" and advances the skills and abilities of that character within the game environment. RPG characters generally have a wide variety of skills and abilities available to them, and much 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), wherein 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.

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 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.
room-over-room
In video-game environments, 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 military 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. It is most notable in racing games where human players may easily outdistance computer opponents; when this happens, the computer opponents are often given the ability to go faster than normal or to avoid certain obstacles as to allow them to catch up and outpace the player. The effect is likened to stretching and releasing a rubber band between the player and the computer opponent. This effect may also apply to human players as well, with the game providing unstated handicaps for losing players to stay competitive.[75][unreliable source]
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]
sandbox game
A game where the player has the ability to create, modify, or destroy their environment. The term alludes to a child's sandbox where the child can create and destroy with no given objective. A pure sandbox game has no objective except to modify the environment like Minecraft but can be combined with a storyline or a hook to drive players. This differs from an open world where the player is free to roam and approach objectives at any time.
save point

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.

save scumming
The manipulation of game save states to gain an advantage during play or achieve a particular outcome out of unpredictable events.[76] It is used, for example, in Roguelike games that automatically delete any save files when the player-character dies.
saved game

Also game savesavegameor 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 multiplayergiving the screen cheater an unfair advantage.[citation needed]
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.
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 massively multiplayer 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) 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.
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, inputting 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.
shooter

Also shoot 'em up.

A genre of video game that involves using ranged weapons.[42]See also first-person shooter.

shovelware
A widely-licensed video game released in large volume with little attention to quality.
show mode
See attract mode.
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.[77]
single-player
A game that can only have one player at a time. Compare with multiplayer.
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.[78]

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.[78]

The action roleplaying game Diablo IIreleased in 2000, is often cited as the true innovator of in-depth skill trees.[78]

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 allows players to use skins to display rare achievements or high skill level.
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.[79]
smurf
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 sandbagging that can be found in gambling and board games.[80][81]See also twinking.
softlock
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 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.
spawn

The place where a character or item is placed in the game world. Also see respawning.
spawn camping
See camping.
specialization
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 re-specialize past choices for some in-game cost and pursue a different specialization.
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.[82]
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.[83]
split-screen multiplayer
A game that presents two or more views seen by different players in a multiplayer game on the same display unit.
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.[84]
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. 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 strategyturn-based strategy and wargames.
subgame
See minigame.
superboss
An optional super powerful boss, typically more powerful and harder to beat than the game's main final boss.
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.[85] Related to the military term "fragging".
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
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.
test room
A secret level that is used by developers to test the movements, actions and control of a game's player character(s)which is usually removed from the game once it is finished.
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 person point of view
A view where the player character is seen on screen.[9]
thumbstick
See analog stick.
tick
An increment of damage or healing periodically caused by a DoT or HoT effect.
tilt
When a player gets angry at someone or something, often resulting in reduced quality of play. Usually used in the game League of Legends.
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 will release for other platforms when the exclusivity period expires.[86]
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 to press the "A" button and the "B" trigger 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 a rude and unwelcoming gamer or gaming community who detriments the experience for other players or developers.[87]
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.
trash pull
Usually a practice commonly used in MMORPGsof how many enemies a team can summon to the battlefield to fight at one time.
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
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.
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.[63]
Twitch
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.
underpowered
A character, item, tactic, or ability considered to be too weak to be balanced.
underworld
A collection of isolated dungeon- or cave-like levels which are connected by an open overworld.
unlock
Gaining access to previously unavailable content in a video game by fulfilling certain conditions.
upgrade
A way to make the given item, character, etc. more powerful.
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.
Video streaming
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.
Virtual reality
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.
visual novel
A genre of video games with interactive stories. These games typically use static imagery, anime-styled character art, and detailed backgrounds, with character dialogue presented in text boxes. 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.
walking simulator
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.
walkthrough
A description of the gameplay experience for a level or playthroughintended to guide players who are unsure how to complete it.[9]See also strategy guide.
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. As a special jump, it is sometimes an acquired skill instead of available from the game's start.[39]:102
A technique used to actively search for hidden interactive points in the game environment by 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 first-person shooter games like Wolfenstein 3D and Doomwhich were littered with unmarked switches and secret doors that could otherwise only be found by accident or by purchasing a strategy guide. The term is a specific reference to the sounds made by the Doomguy when using this technique.[citation needed]
wallhack
A cheat that makes walls translucent.[7]:119 Some wallhacks let players shoot weapons or physically pass through walls.[7]:120See noclip.
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.
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 that 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. "White whales" may also be used to describe exceptionally high spenders.[88][89] Borrowed from gambling jargon; a 'whale', in that context, is a person who makes extravagant wagers or places reckless bets.
white Mage
A type of character's role in a RPG and 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.
win quote
A phrase spoken by a fighting game character after defeating an opponent. In older games, such as Fatal Fury and traditionally in 2D fighting games such as Capcom vs. SNKit 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.

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 '94each character has special win quotes against each of the 8 teams; in Street Fighter Alphaplayers 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 Millenniumplayers can input their own win quotes in edit mode.

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-jokes referring to other video games, like Sakura's Street Fighter Alpha 3 win quote in which she says she prefers "street fighting to sparring in rival schools."

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.
wrapping
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.[clarification needed] 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 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 VIIexiting 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.
XP
See experience point.
YouTube bait
Games that are made for an audience; games created with YouTubers or Twitch streamers in mind. See Let's Play.
zerging
Gameplay that utilizes overwhelming numbers rather than skill or strategy.[9]See also rush.
zero-day patch
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 game has gone gold.
zero-player game

Also CPU vs. CPU

A game that has no sentient players and only has CPUs.[90]

zone
See world.
zone
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.

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