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This is an ability that requires input from the user to be used.
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
A notable time delay which ignores the character/player state (like having enough mana) and prevents an ability or action from being done. This concept is common in MMORPGs, but does occur in other genres.
An attack that does more damage than usual, usually affected by random chance and some sort of modifier.
Currency has all forms in video games. It is used to buy characters, vehicles, weapons, and more.
DoT effects are most commonly found in Role Playing Games, and it describes the effects of a gameplay mechanic (often a magic spell) that causes incremental damage over a period of time such as a fire spell leaving someone to continually burn.
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 commonly used programming API for interactive sound creation and playback in games.
Free to Play titles allow a user to play a version of the game without paying an initial purchase fee, but generally require the purchase of microtransactions to access additional content.
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
Special or stronger units than standard ones, usually found in strategy games. This is not necessarily the same thing as a superhero or a game's protagonist.
The in-game announcer is a non-character disembodied voice commonly heard in arcade games, first-person shooters and real-time strategy games. They announce game modes, multi-kills, and game-changing events.
The ability for the player to become unseen, from basic camouflage to fully vanishing from sight.
Usually found in adventure games, when players combine two or more items to create one or more new items.
A number of kills without a suffering a death.
A leaderboard is a way for players of any multi-player game to know where they rank within the game's community.
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.
Loading Screens are specific screens that are displayed while a game is loading resources so that the player has something to distract them while the game loads. Loading Screens can be images, text or even mini-games - and sometimes a combination of all three.
The meter which is used to gauge how much power there is left to use magic abilities.
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.
Multiplayer Online Battle Arena (MOBA) is a sub-genre of the Real-Time Strategy genre. The gameplay is characterized by single unit hero strategic combat between two small teams of players, each trying to destroy the opponent's base.
Games which allow players to interact with others over the internet.
Online game communities often set up their own leagues or ladders for players and teams to play with or against each other at specified times. They are generally run by the players themselves and are free to participate in.
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.
Player versus Player, commonly abbreviated as PvP, is a gaming term that originated in MMOs to refer to gameplay in which players fight against other player controlled characters.
RMT's are the concept of spending real money, for items within a game, common to the free to play market
Regenerating health is a gameplay mechanic which automatically refills the players health bar after successfully escaping damage for a set amount of time. It is typically seen in RPGs and modern first/third-person shooters.
Respawning is when a player or NPC dies and then reappears moments later - usually in a predetermined location or group of locations - while the game continues.
No point in gathering coins, gold, gil, money, or whatever if you can't buy anything with it.
Splash damage is a term used in several types of games, most notably in first-person shooter and real-time strategy games, to refer to damage taken by players or objects in the area surrounding a point of weapon impact.
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