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Attributes are a numerical representation of a character's abilities who have their roots in RPGs. Today, attributes have spilled over to a wide range of game genres.
In many RPGs, especially those made in Japan, magic is categorized as black or white. Black magic spells deal damage or inflict negative effects.
When l'Cie fail to complete their given focus, they become monsters known as Cie'th.
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.
Currency has all forms in video games. It is used to buy characters, vehicles, weapons, and more.
A non-interactive sequence within a game most often used for plot advancement.
Dialogue trees are a feature through which the player selects responses from a list of choices, eliciting reactions from NPCs and determining the path of the conversation and story.
Eidolons are summoned creatures commonly found in the Final Fantasy series. They have alternatively been called terms such as Summons, Espers, and Guardian Forces depending on the Final Fantasy universe in question.
Lifeforms beyond the understanding of mortals in Final Fantasy XIII. Some control Cocoon and protect humans from Pulse, the world below. Others shape the surface of Pulse.
Floating Islands are land masses (anywhere from island size to continental size) that float either by the use of magic or some other force.
FMVs are pre-rendered videos used in place of real-time graphics. Using FMV was an attempt to make videogames look "more like movies", sometimes with CGI animation and others with live-action actors speaking directly to players. The downside is that FMV requires a lot of disk space, and live-action FMV in particular can look terrible by comparison.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
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
A console game is high definition if it operates at a resolution of at least 720p, or 1280x720. A console able to achieve this resolution is HD-capable. For a variety of reasons, the term does not apply to PC 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.
l'Cie are humans who have been turned into servants by fal'Cie.
The concept of affecting the universe through supernatural methods, breaking the fundamental laws of science.
A meter measured much like HP that depletes when you use magic, and depending on the game, regenerates over time or can only be regenerated through rest or potions. Mana is usually displayed as a blue bar beneath it's red counterpart, the HP bar.
These furry creatures created a pact with humans to sell us important medical supplies and deadly weaponry miles away from any shops. Where do they keep all of this stuff?
Moral dilemmas presented to the player that often have a significant effect on the story or other characters.
Sometimes one playable character just isn't enough.
The act of taking on an in-game task; most often, these are provided to the player by an NPC. MMOs and RPGs are the primary users of this concept.
The concept of reviving somebody who is dead or down.
Many games feature a story which involves saving the world and its inhabitants, often single handedly.
No point in gathering coins, gold, gil, money, or whatever if you can't buy anything with it.
Quests that aren't necessary for game completion. They typically offer side-stories or specific rewards.
A condition which affects a character's effectiveness, either positively or negatively. Common examples include Poison or Haste.
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