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The ability to move from one area to another instantaneously - typically through some sort of special power or device.
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.
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.
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
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.
The minimap is a small, simplified version of a larger map. This plays a vital role in many games, especially Real Time Strategy, where it is important to have an overview of the entire map.
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.
A set of skills and abilities displayed in a branching path. Skills in the tree open up after completing required prerequisites.
Games which allow players to interact with others over the internet.
Minerals are the primary resource featured in many games.
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