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Games that ask the player whether they are sure about the decision that they have just made.
An action that is sensitive to context. Like going up to an object and pushing a button, which would normally perform a different action, to interact with it.
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)
When a character is killed, the fallen body's ragdoll physics will fail and the corpse will start to flip about spasmodically. This oOften occurs in open world/sand-box games.
Term used in first person shooters where most of the game takes place in tight closed quarters.
The ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
A Cover System is a gameplay mechanic that specifically governs the player's ability to hide behind objects to avoid detection or enemy fire.
Crafting allows players to create their own items with the correct ingredients. It is used mainly in MMOs and RPGs.
Games involving any form of vehicular crash landing or emergency landing.
A member of the protagonist's group who is spontaneous and unpredictable. This is usually for comedic reasons or shock value.
These games let players see the credits without needing to play the game first.
An optical effect formed by beams of light contrasting against areas of shadow in the atmosphere. They are often simulated in video games through volumetric lighting.
Cross Genre Games take completely different gaming genres and place them together in a single game in an attempt to innovate beyond traditional gaming practices.
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.
The act of bending at the knees from a standing position. Crouching is an essential part of many shooters and platformers, and can be used by players to stay behind cover or avoid incoming projectiles.
When characters shed tears - often due to extreme sadness.
Crying babies are often used as a scare tactic in horror games such as Silent Hill, Dead Space, or Haunted House. The pitch of their cries is naturally designed to be unsettling.
The head of a group of devout people who follow their crazy beliefs. Can often be dangerous.
Cults don't necessarily have to be evil or out to destroy the world, but in video games it's usually safe to assume so.
Effective and brutal way to put an opponent down. Involves stomping on the back of someone's head while they're in a prone position.
Currency has all forms in video games. It is used to buy characters, vehicles, weapons, and more.
Damage modelling is used to show damage that has been inflicted. Damage can be modelled on game object so long as the game's engine will allow for it
The concept of a helpless female character in desperate need of rescuing by the protagonist, in most cases from a villain, or from a form of impending doom.
One or more events from someone's past that negatively affected them. Plenty of video game characters have such pasts.
Darkness is used in games to restrict access, increase tension, or just to set a mood. Often the player has access to a light source that can mitigate its effect.
A dead end is when a path or road is blocked off, whether intentionally or accidently, and players are forced to turn around.
"Dear Diary. Went to See Movie. Ate Some Ice Cream. Murdered in a horrific, mysterious way. At least I don't have to jog tomorrow!"
Many RPGs and survival horror games have the player find diaries written by people that were slowly transforming into monsters or zombies. Somehow, they make sure to keep writing in their diary, right up until they're no longer human, so that the player can read their mindlessly violent final thoughts.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
When an on-screen character gets low on health, their movement is slowed or they walk with a visible limp or slouch.
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