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Sure, these days have almost every game sporting the newfangled 3D, but way back when, everyone had to live with plain old 2D. 2D, or two dimensions, limit the game to scrolling backgrounds, but some games even now make use of this basic concept.
Abilitease is an aspect of game design wherein a game will provide a glimpse of your full skill-set at or near the start, only to remove most of these skills, stats, and abilities soon after.
Players can design a base or dungeon for their characters to inhabit.
A mechanic used mainly in Japanese RPGs of both the action and turn-based variety.
Trading systems allow players to trade items, money and other objects between each other.
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.
Various franchises release "versions" of the same game. These games are basically the same, but each one lacks something the other has.
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.
When players are encouraged to collect all of a large number of characters, creatures or items in a game. Progress is often represented by some sort of bestiary or compendium that is filled out with new entries.
Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
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.
Humans are bipedal, sapient primates capable of abstract reasoning, language, and emotions.
A gameplay mechanic allowing players to store their items and freely carry them around.
The process by which characters reach a new level, gain greater attributes, and learn more abilities. It usually involves earning enough experience points by completing a variety of tasks such as quests or by "farming" such as killing other characters for their experience points.
A process by which one player/creature's health points are transferred to another, particularly via a spell, technique or item.
Games that are in genres where the ability to jump is expected, but do not allow the player character to jump on command.
Game cartridges that are shaped differently from other ones for the same console. While they are more commonly associated with unlicensed games, there have been occasions where these were seen with official releases: mainly ones that incorporate special hardware.
A system in which the player is allowed to control multiple characters. Most commonly seen in role playing games. Can also be used to describe party systems in the MMORPG genre, which brings a group of players together to accomplish various tasks.
Any character you can control in a game is a Player Character (PC), as opposed to a non-player character (NPC), which is a character that can only be controlled by the game.
The game incorporates a real time game clock, where one hour in game is equal to one real world hour.
A boss that players fight multiple times throughout the game. They usually follow the player as they progress.
If a person is made of metal and has circuitry instead of a circulatory system, then their game belongs on this list.
No point in gathering coins, gold, gil, money, or whatever if you can't buy anything with it.
A lead character who never says a word, despite being spoken to.
A condition which affects a character's effectiveness, either positively or negatively. Common examples include Poison or Haste.
The concept of a character leaping forwards or backwards in time.
An organized series of matches, ending with one victor.
A transformation is a different stage or form for something. Usually an upgrade.
Turn-based games divide game actions into distinct parts, called turns. This gives the player time to strategically choose actions as the battle or events unfold.
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