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Achievements are extra challenges added into video games that sometimes carry a point value or unlock bonus material, and are sometimes solely for bragging rights.
When fighting is no longer relegated to the ground, but can also take place in the air.
Artificial Intelligence, or AI, commonly refers to the programmed behaviors of NPCs in a game, whether it's the fact that a soldier takes cover behind a wall in Gears of War, or that townspeople cheer upon your arrival to their village in Fable.
The game automatically saves for you when you reach certain points. Implemented in order to reduce frustration for forgetful savers.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
A boss fight is a culminating challenge that pits the player against one or more enemies representing a greater threat and/or difficulty than those previously faced. These scenarios typically feature unique antagonists.
Button Mashing is a term used to describe gameplay where certain skills can be only realized explicitly through mashing buttons, a reckless player trying to get results or when the game rewards the player(s) who bash buttons the fastest. The latter example is common in Party Games.
Some game characters just cannot swim. This usually means automatic death as soon as they hit the water.
Many games have had collectible cards as a part of the gameplay.
Classes are different archetypes and playstyles that players can choose to play their game with.
Character Creation refers to characters created by players themselves, rather than developers.
Text profiles that summarize a character's history and their role in a story. Often paired with concept or CG art.
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
Games that support the use of the Circle Pad Pro 3DS accessory.
A page describing the concept of class change, otherwise referred to as changing classes or class promotion. Characters are able to change classes, either growing in strength from one class to the next or as a means of changing a characters range of abilities entirely.
While modern chemistry defines 118 atomic elements, video games more often deal with classical elements as described in ancient philosophy, mainly fire, water, earth, and air. In many games, each element is stronger against certain elements, but weaker against others.
Collectibles are items such as coins, rings, gems, packages etc. that can be gathered, usually for some kind of reward, or sometimes to simply beat a level. Often (almost too often) the source of earning achievements and trophies on the Xbox 360 and PlayStation 3.
Typically found in fighting games, combos are a series of strung-together moves.
Cooperative play in games allows humans to play together as a team to accomplish a task. Instead of playing against a human opponent, the team must defeat an AI. Cooperative Play in some games also means 2 human versus 2 human, this occurs in some Billiards games. (Scotch Doubles / Doubles)
Some games let you coordinate with party members to unleash special attacks through precisely timing your attack efforts.
Create-A modes allows the player to create the skate park of their dreams, their own action hero, or the next champion of wrestling.
A sight placed on the HUD used to aim and provide a point of reference to the player when looking and interacting with the game world. Although they often aim weapons, they have a variety of uses and have appeared in many games in many different forms.
Crowd control is the art of whittling down large groups of attacking enemies via the constant reassessment of the greatest threat to the player; achieved by constant player movement, and adjusting the aim to the closest threat, then quickly moving on to the next greatest threat, and so forth.
Some games let players customize their character (or characters). Degree of customization may vary, with some games simply allowing to choose between different types of clothes, while others provide more detailed tinkering of features such as the distance between a character's eyes or hair color.
A non-interactive sequence within a game most often used for plot advancement.
A specific number that briefly floats above an enemy after an attack which displays the exact amount of damage the attack has done.
DoT effects are most commonly found in Role Playing Games, and it describes the effects of a gameplay mechanic (often a magic spell) that causes incremental damage over a period of time such as a fire spell leaving someone to continually burn.
It's all in the family.
Sometimes you want a challenge, sometimes you wanna coast.
The concept of purchasing media and having it delivered over the internet. No physical representation of this content is given, and although the content resides on the user's hard drive they are typically granted a license to the product, rather than ownership of it.
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