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Game » consists of 3 releases. Released Oct 09, 2001
A night of ghost, ghouls, costumes, and candy. Some video games are based around this holiday, while others simply pay it respect with special levels or characters that embody the spirit of All Hallows' Eve.
Haste is a spell or effect from a worn item that increases ones reaction speed.
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 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.
The 2002 Interactive Achievement Awards celebrated the best games of 2001.
A gameplay mechanic allowing players to store their items and freely carry them around.
Kiting is a concept popular in MMOs where a player roots or snares enemies in order to keep them at a distance allowing for utilization ranged attacks and spells while soloing.
Kobolds are anthropomorphic dogs/reptilians of short stature that dwell in forests and caves. In fantasy RPGs, they typically wield primitive weapons and command limited shamanistic magic. The term "kobold" has also been used in reference to other types of creatures including lizardmen, spirits, or simply humanoids with various skin tones.
NPCs, enemies, loot, and/or quests change according to the level or stats of the player's character.
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.
A form of guild advancement where the guild "levels up" by performing specific tasks or meeting objectives.
A process or magical spell that removes mana from a target, aiming to disable the targets use of magical spells or other abilities that use mana.
From Beat-em-ups to fighting games to modern FPS, one dude hitting another has made an enjoyable pastime.
YTMND meme with a user furious over a stolen "Cloudsong".
Once looted or equipped, some items cannot be sold, traded, or dropped. This concept is common in most MMOs.
Characters controlled by the game for players to interact with, as opposed to player characters which are controlled by whomever is playing the game.
Games which allow players to interact with others over the internet.
Many online games, particularly MMORPGs, require a monthly payment to pay. This fee goes towards upkeep for the game, such as maintaining servers or the salaries of customer support,etc.
A persistent world is a game environment that is permanent and dynamic. This is seen in many MMO's.
Piercing weapons are designed primarily for stabbing and puncturing to cause damage rather than slicing or cutting. Examples include knives, daggers, spears, lances, needles, shivs or improvised weapons such as ice picks.
Third-party developers and publishers occasionally engage in the practice of releasing a title or piece of DLC on only one platform for any number of reasons. Sometimes these are permanent while others are only platform exclusive for a certain window of time.
Player versus Environment, commonly abbreviated as PvE, is a gaming term that originated in MMOs to refer to gameplay in which players fight against computer controlled creatures or characters.
Power Leveling is a tactic, primarily in MMOs, where a higher level player will assist a lower level player in order to earn the lower level player experience faster than otherwise possible.
Procs (Processes of Action) are magical effects triggered on contact by particular weapons in combat. The effects can be any type of spell including direct damage, stuns, buffs, or even teleportation.
Pulling is a popular tactic in MMOs where one player skillfully separates one NPC from a group and "pulls" them back to their group/raid, who are stationed in a safe area.
Random Loot is a popular concept for dungeon crawler and MMO style games. In essence, monsters or objects drop something that is considered valuable to the player with random qualities.
You and your allies (faction/realm) fight against a common enemy.
A location where the player character is relatively assured to avoid patterns of incoming fire or enemy movement.
Instead of having the loot spew out of the corpse it-self, this concept is based on having to interact with the corpse to obtain the loot.
Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
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