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This is an ability that requires input from the user to be used.
First starting out as simple machines throwing stones, artillery has evolved greatly and is an important weapon in war.
Attrition is a mechanic used in many turn-based and real-time strategy games to represent the gradual depletion of a unit's strength. A unit suffering from attrition will become weaker over time and may eventually die or disband.
A proprietary video codec (.bik/bk2 extension) developed by RAD Game Tools and used in a very large number of video games.
The era between 3300 and 1200 BC where a civilization makes tools and weaponry out of bronze. The bronze age sits between the stone age and the iron age
Capitalism is an economic system that supports private property and financial gain.
The Cold War is the period of tension between the USA and the Soviet Union that dominated world politics from the mid 1940s all the way until the early 1990s.
The act of building something. Using resources to build units, buidlings, structures of any kind.
CTRL 1-9 = CTRL Group. Crucial to battlefield success, using Control Groups in most RTS games allows one to better manage ones forces.
Armageddon is just around the corner. Games with a doomsday clock take place when the time between now and oblivion is finite and approaching fast.
Dragons were originally messengers from heaven, according to early Buddhist texts. In games, they can be among the most fearsome of adversaries, but there are some exceptions.
The 2002 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 22-24.
The 2005 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 18-20.
Experience Points are part of a character advancement system commonly found in RPGs. These points are generally gained by defeating an enemy or completing a task.
Cold-blooded aquatic animals that have scales and breathe through gills.
A gaming genre of its own, but also frequently featured as a mini-game in other titles, especially RPGs.
Fairly weak enemies (not specific characters) that go down in a couple shots or swings, but will keep coming in droves.
A staple in both the real-time and turn-based strategy genres, Fog of War simulates the unknowns of the battlefield by covering areas of the map, to be progressively revealed by the player.
A heads-up display is a graphical overlay of vital information used in most modern games.
Special or stronger units than standard ones, usually found in strategy games. This is not necessarily the same thing as a superhero or a game's protagonist.
An numeral indication of how much damage a character can sustain. The loss of all hit points results in the death of the character or another penalty.
Equines that go 'neigh' and tend to eat hay. Some are the stars of motion pictures. The truest of companions to many adventurers.
Hotkeys allow advanced players to map game functions to a single button on a keyboard for quick and easy access.
Pursuing and killing or capturing wild animals for sport or food.
A parallel projection technique used in 2D sprite-based games to fake the appearance of 3D depth.
In real time strategy games, Macromanagement or "macro" is a loose term used to describe the ability to produce units.
Micromanagement is the act of increasing the efficiency and longevity of units during a battle, or managing equipment, statistics and abilities on an obsessive level.
The minimap is a small, simplified version of a larger map. This plays a vital role in many games, especially Real Time Strategy, where it is important to have an overview of the entire map.
The extraction of valuable minerals from the earth.
Combat between ships dates back to antiquity, and in the 20th century expanded to include the use of aircraft.
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