This game will be Dan's kryptonite.
Game Mess Mornings 04/24/24
GrubbSnax
837: R1 to Brood
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Community Endurance Run XIV - April 12-14
Game » consists of 4 releases. Released Apr 29, 2014
Artificial Intelligence, or AI, commonly refers to the programmed behaviors of NPCs in a game, whether it's the fact that a soldier takes cover behind a wall in Gears of War, or that townspeople cheer upon your arrival to their village in Fable.
Characters that are described and interact with the character primarily or only via audio (most often through dialogue, but usually also using some audio effects). As opposed to cutscenes which often emulate film, the way aural characters are presented in games often more closely parallels radio dramas and other audio-exclusive media.
A map that is updated in real-time as you play a level. Usually seen in FPSs and RPGs.
Whether you're trying to stay alive for a certain time period or just trying to gain the upper hand in a fight, being able to make a barricade is crucial to your survival.
When the player character (re)visits a certain area or location that was also present in a previous game, or visited later on in the same game, with some alterations.
A menu or other interface that is presented as a cell phone operating system.
Collectibles are items such as coins, rings, gems, packages etc. that can be gathered, usually for some kind of reward, or sometimes to simply beat a level. Often (almost too often) the source of earning achievements and trophies on the Xbox 360 and PlayStation 3.
A visual effect where color channels are deliberately misaligned.
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.
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.
A non-interactive sequence within a game most often used for plot advancement.
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.
A post-processing blurring effect used mostly by modern action games, particularly modern first-person shooters. Used to blur foreground or background elements to simulate a lens focus.
It's all in the family.
The concept of purchasing media and having it delivered over the internet. No physical representation of this content is given, and although the content resides on the user's hard drive they are typically granted a license to the product, rather than ownership of it.
Voice actors don't always get an NPC to represent them. Sometimes voices have no visible speaker.
To elude, escape, or get away from. Some games require players to escape from some people or things to perform some objective or avoid death.
Everything you need isn't always spelled out for you on the map. Sometimes even the map is not there till you go explore it.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
Falling Debris, rocks, or other items that may possibly cause damage to the player character.
This concept is for games where at least one of the main characters is female.
In games, fire can be an obstacle, a tool, a weapon, or a solution. Just don't play with it...unless you really want to.
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.
The First-Person Regain Consciousness is regularly seen in First-Person-Shooters.
Some rooms have faulty lights that flick on and off. Often this is used in horror games to help build an unsettling atmosphere.
Footprints are visible marks left behind by a character walking.
These spooky entities are the spirits of the dead, returned from beyond their graves for generally sinister purposes. There's generally about even odds whether a particular ghost will be helpful or malevolent towards the living, but some ghosts just want to be left alone entirely.
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