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Players can design a base or dungeon for their characters to inhabit.
An age-old, widely-hated strategy in multiplayer games: stay in one spot and kill passers-by. Also refers to a more benign activity in MMOs.
A point within the game whereby the game saves its current state whether it be for the purpose of a more convenient respawn point or a gameplay design (such as in racing).
Circle-strafing is strafing around a target while facing it. This is useful for disorienting the target's aim, making for an easier kill.
CQC and CQB are close range combat techniques.
The ability to change the color of a character's clothing/armor or even a vehicle's paint with or without the use of an in-game item to do so.
The act of building something. Using resources to build units, buidlings, structures of any kind.
Create-A modes allows the user to create the sports captain of their dreams, their own action hero, or the next Hulk Hogan of wrestling.
These games let players see the credits without needing to play the game first.
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.
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.
Customization in games that allow users to change various parts of their equipment or moves to fit their gaming style.
A bright flash, usually red and seen on the borders of the screen, that indicates damage or injury.
Environments cycle between day and night, often with effects on other aspects of the game.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
A gameplay mode that pits two or more players in a fight to the death. John Romero is credited with coining the multiplayer term "deathmatch."
Usually found in MMO games, but sometimes found elsewhere, emotes are a way of displaying your emotions on-screen either through a character animation or by the use of an icon.
Some game environments feature certain areas that allow for special kills outside a player's normal cadre of moves. These kills usually feature unique animations such as slamming an enemy's head through a television or sticking their head in a trash compactor.
Receiving damage or dying as a result of falling.
First Person Editing occurs when a player can edit the world geometry from a first-person point of view.
A game which features First Person Editing as a core mechanic could be termed a First Person Editor, or FPE. Earliest examples of FPEs are Avoyd and Cube, followed by Infiniminer, Minecraft and many voxel games. The world editing properties should extend to the entire game environment, and optionally to avatars. A good test to identify an FPE is if players can write in-game by carving or building.
First person hugs are a design challenge. How do you communicate a hug in a first-person game without it being super awkward?
First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
Platforming from the character's point of view.
It's not just for airplanes anymore: Game mascots and MMO players alike have taken to the skies. Players can use flight to quickly navigate large levels, find hidden items, or take opponents down.
This page is titles that allow you to manually reconfigure the control scheme. A title that only lets you swap/invert sticks, adjust stick sensitivity, or limits you to preset configurations, does not qualify for this list.
Gibs (giblets) are, basically, what's left of someone after they make contact with an explosive object or powerful weapon. They can be seen in games such as Doom, Quake, Team Fortress 2 and many, many more.
A heads-up display is a graphical overlay of vital information used in most modern games.
Most modern shooting games add the realistic touch of rendering shots to the cranium instantly fatal. Glorious for the shooter, kind of a bummer to the shootee.
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
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