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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.
Everything you need isn't always spelled out for you on the map. Sometimes even the map is not there till you go explore it.
Fate is a force in the background of all things that determines what is going to happen to the world and its characters. Many games incorporate fate as a vital component of the story or as a convenient plot device.
Humanoids with feline characteristics. Feline humanoids are most commonly seen in Japanese games.
Games that feature an antagonist--someone who opposes the game's protagonist--that is a woman.
This concept is for games where at least one of the main characters is female.
An industry game design convention that's appeared in many games over the years. The fetch quest involves sending the player out to collect a certain number of items, and return them to complete the quest. A staple of the RPG and Adventure game genre.
That bad guy looks awfully familiar... probably because it's you. This is for games where you fight yourself or an evil version of yourself
The last boss you face in a game, usually representing the final climax of the game.
Cold-blooded aquatic animals that have scales and breathe through gills.
A game based on an anime.
Games that are aimed at the female demographic.
These spooky entities are the spirits of the dead, returned from beyond their graves for generally sinister purposes. There's generally about even odds whether a particular ghost will be helpful or malevolent towards the living, but some ghosts just want to be left alone entirely.
Greatest hits is a general term for re-releases of games which have sold a certain number of copies, as part of a program managed by the console manufacturer.
These are endings that aren't just good, but they give you everything you could want. The world is saved, the hero gets the girl, friendships are made that will last forever, everyone is safe, the villain is gone for good, and all loose ends are wrapped up forever.... unless a sequel is made.
A character type found in RPGs, MMOs, and class based Multiplayer games that focuses on keeping friendly characters alive. Their general role is to heal/buff and resurrect fallen allies.
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 attack that is fueled by the attacker's own health, causing it to decrease each time the attack is used.
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.
Whether it be a close up shotgun blast, far away sniper rifle, explosive, or backstab, the "one hit kill" is a popular kill strategy. Usually hard to master and even harder to avoid, the instant kill is loved and hated by gamers everywhere.
One who invents, preferably stuff that no one have thought of before.
A gameplay mechanic allowing players to store their items and freely carry them around.
A parallel projection technique used in 2D sprite-based games to fake the appearance of 3D depth.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
A very clumsy person who is typically used for comedic relief. They are often seen dropping things, falling down, and ruining experiments.
Games that allow the player to choose which level to play next, rather than a fixed linear order.
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.
The opposite of open-ended gameplay, linear gameplay uses scripted events, Quick time events, cut scenes, and a restricted path to tell a story exactly how the writer intends, and control elements of the action.
Collecting objects in a game such as weapons, armor, items, and currency. Loot is often associated with RPG games and MMOs with RPG elements.
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