
Speak gaming
Gaming vocabulary, made simple
Short, precise definitions for mechanics, genres and online culture.
Gaming vocabulary, made simple
177 items shown
- AAAA
- A large-budget production backed by a major publisher.
- FFPS
- A shooter viewed through the character’s eyes.
- RRPG
- A role-playing game built around progression, statistics and choices.
- MMMO
- An online game bringing many players into one persistent world.
- DDLC
- Downloadable content released after a game launches.
- NNPC
- A non-player character controlled by the game.
- PPvP
- A mode in which players compete directly.
- PPvE
- A mode in which players face the game environment.
- CCross-play
- The ability to play together across different platforms.
- FFree-to-play
- A free-access game usually funded by optional purchases.
- RRoguelike
- A demanding game based on repeated runs and variable levels.
- MMetroidvania
- An interconnected adventure where abilities unlock new paths.
- SSpeedrun
- Completing a game or objective as quickly as possible.
- EEsport
- Organised competitive video gaming.
- PPing
- The network response time between a device and server.
- NNerf
- A deliberate reduction in an element’s power.
- BBuff
- An increase in an element’s power or effectiveness.
- HHitbox
- An invisible area used to detect collisions or impacts.
- BBattle royale
- A last-player-or-team-standing competitive genre.
- CCloud gaming
- Streaming a game that runs on a remote server.
- CCoop
- A mode where players work toward a shared goal.
- CCrafting
- Creating items from resources collected in a game.
- EEarly access
- A playable game sold while still in development.
- FFrame rate
- The number of images displayed each second.
- GGacha
- A random reward mechanic, sometimes linked to purchases.
- GGrinding
- Repeating actions to gain experience, resources or rewards.
- IIndie
- A game produced by an independent team or studio.
- LLoot
- Items or resources earned through play.
- MMatchmaking
- A system that automatically groups online players.
- MMod
- A community-made modification to a game.
- NNew Game Plus
- A replay mode that preserves part of previous progress.
- OOpen world
- A large environment offering freedom of exploration.
- PPatch
- An update that fixes or changes a game.
- PPermadeath
- A mechanic where character death is permanent.
- SSandbox
- An open system designed for free experimentation.
- SSeason pass
- A bundle of future content sold for a game cycle.
- SSoulslike
- A demanding action-RPG subgenre built on observation and risk.
- SStreaming
- Broadcasting gameplay live or on demand online.
- UUI
- The visible menus, indicators and controls.
- XXP
- Experience points used to measure progression.
- CCross-save
- Using the same save or progression across supported platforms, usually through a linked account.
- HHDR
- High dynamic range: a wider range of brightness and colour when the game, system and display support it.
- VVRR
- Variable refresh rate: the display adapts its timing to incoming frames to reduce tearing and some stutter.
- JJitter
- Variation in network delay from one packet to another, which can make online action feel uneven.
- NNAT
- Network address translation: a way for devices to share an internet connection that can affect some game invitations.
- UUpscaling
- Producing a higher-resolution output from a lower-resolution rendered image; quality depends on the method.
- FFrame generation
- Adding calculated frames between normally rendered frames; it does not by itself shorten input delay.
- DDRM-free
- A copy distributed without built-in digital rights management; licence terms still apply.
- CControl remapping
- Changing which action a button, key or movement performs to suit a player or device.
- DDescriptive captions
- Captions that include useful sounds and speaker information as well as dialogue.
- SStandard edition
- Base version of a game; check the exact contents.
- DDeluxe edition
- A version with extras that vary by product.
- CComplete edition
- A bundle that may exclude later additions.
- BBase game
- Main product required for some expansions.
- CCosmetic content
- Item that mainly changes appearance.
- SStick drift
- Movement detected while a controller stick rests.
- RRefurbished console
- Used console checked before professional resale.
- PPlayable demo
- Limited part of a game offered for testing.
- FFactory reset
- Return to initial settings that removes local data.
- DDigital licence
- Access right governed by account and platform terms.
- RRequired download
- Online data needed even with a physical product.
- AAssist mode
- Settings that adjust pace, readability or controls.
- TTutorial
- Guided introduction to controls and rules.
- BBattle pass
- A time-limited progression track that unlocks rewards through play, sometimes with a paid tier.
- CCheckpoint
- A point from which play can resume after a failure or interruption.
- CCooldown
- The waiting time before an ability or action can be used again.
- HHUD
- The on-screen information shown during play, such as health, objectives or ammunition.
- IInput lag
- The delay between a control action and its visible effect on screen.
- RRay tracing
- A rendering method that simulates the paths of light for effects such as reflections and shadows.
- RRemake
- A new production that recreates an earlier game, often with changed technology or design.
- RRemaster
- An updated version that mainly improves the presentation of an existing game.
- RRespawn
- A character returning to play after being defeated, usually at a defined point.
- RRNG
- Random number generation used to determine outcomes such as rewards or encounters.
- VV-sync
- A display setting that synchronises frames with the screen refresh to reduce tearing.
- AAccessibility
- Options and design choices that make a game easier to use for people with different needs.
- AAnti-aliasing
- A visual technique that smooths jagged edges in rendered images.
- FFOV
- Field of view: the extent of the game world visible at once.
- LLAN
- A local network that connects nearby devices, sometimes for multiplayer play.
- MMicrotransaction
- A small purchase made inside a game for content, currency or other benefits.
- DDRM
- Technical controls used to manage access to a digital copy under its licence.
- GGame engine
- A set of software tools and systems used to build and run games.
- RRefresh rate
- The number of times a display can update its image each second.
- SStutter
- A brief interruption in smooth motion, often caused by irregular frame delivery.
- TTwo-factor authentication
- Account protection that requires a second proof of identity in addition to a password.
- PPhishing
- A fraudulent message or page designed to steal account information.
- PParental controls
- Account or device settings that limit purchases, communication, content or play time.
- PPEGI
- A European age-rating system that describes the suitability of game content.
- CCross-progression
- Progress that can continue across supported devices or platforms through a linked account.
- LLocal co-op
- Cooperative play by people sharing the same physical space or device.
- CCloud save
- A game save stored online for recovery or use on supported devices.
- PPacket loss
- Network data failing to reach its destination, which can disrupt online play.
- MMotion blur
- A visual effect that blurs movement between frames, with comfort varying by player.
- AAggro
- The attention of an enemy controlled by the game, often directed at the character it attacks.
- BBacktracking
- Returning to an area already visited, sometimes with a new ability that opens another path.
- BBoss
- A particularly important opponent that often tests skills learned earlier.
- BBuild
- A chosen combination of abilities, equipment and statistics for a character.
- CCombo
- A sequence of actions or attacks linked together under the game’s rules.
- DDPS
- Damage per second, used to compare how quickly attacks reduce a target’s health.
- QQTE
- Quick time event: a timed button prompt that must be answered during a scene.
- EEndgame
- Activities and progression available after a main objective or campaign is completed.
- EEaster egg
- A hidden reference, joke or secret placed in a game by its creators.
- FFriendly fire
- A rule allowing an attack to harm teammates as well as opponents.
- LLore
- The history, beliefs and background information that give a game world context.
- PProcedural generation
- Creating parts of a game from rules and parameters rather than placing every element by hand.
- QQuest
- A defined task offered by a game, usually with an objective and a result or reward.
- SSkill tree
- A map of abilities that a player can unlock as a character progresses.
- AAFK
- Away from keyboard: a player is temporarily absent or inactive.
- AAoE
- Area of effect: an action that affects a zone rather than a single target.
- BBeta
- A pre-release version used to test a game or service; its features may change.
- BBot
- A software-controlled participant, sometimes used to fill a match or practise.
- CCrowd control
- Effects that restrict an opponent’s movement or ability to act.
- DDialogue tree
- A branching structure of conversation choices and responses.
- EEmulator
- Software that reproduces aspects of another system so compatible programs can run.
- HHealer
- A character role focused on restoring allies’ health or preventing damage.
- IInventory
- The interface or system that stores and manages a character’s items.
- FFrame pacing
- The regularity of time between displayed frames, which affects perceived smoothness.
- AAim assist
- Assistance that adjusts aiming; its strength depends on game and input device.
- SShader compilation
- Preparation of graphics programs for a device; it can cause loading or stutter.
- AAvatar
- Character or representation used to identify a player within a game.
- DDynamic difficulty
- System that adjusts challenge according to play; not necessarily a manual difficulty setting.
- HHaptic feedback
- Tactile response from a controller or device, conveying actions through vibration or force.
- LLive service game
- Game maintained with ongoing updates, events or content; this does not specify its price model.
- MMinimap
- Compact map showing nearby locations or objectives; information varies by game.
- TTank
- Role designed to absorb pressure or protect teammates, depending on game rules.
- AAction-RPG
- Role-playing game combining character progression with action-based combat.
- CCamping
- Staying in a strategic spot to wait for opponents; meaning depends on context.
- CClipping
- Visual overlap where a model appears to pass through another surface.
- DDamage sponge
- Informal description of an opponent requiring many hits to defeat.
- FFetch quest
- Task focused on collecting or delivering objects, sometimes across several locations.
- GGhosting
- Visible trails behind moving objects; the cause depends on display or rendering technique.
- GGlass cannon
- Character with high offensive power but limited ability to survive damage.
- LLocal dimming
- Display backlight adjustment by zone; effectiveness depends on the actual panel.
- 11% low
- A statistic summarising the slowest portion of frame-rate measurements; methodology must be stated.
- TTelemetry
- Collection of technical or usage measurements; review the service’s privacy settings.
- EESRB
- North American rating system describing age suitability, content and interactive elements.
- RRollback netcode
- Network technique that predicts actions and corrects simulation when remote inputs arrive.
- DDedicated server
- Machine or process assigned to host a game session rather than a player’s client.
- PPeer-to-peer
- Network organisation where participants exchange data directly; implementations vary.
- RRegion lock
- Restriction of access or compatibility according to a region defined by the service.
- LLevel scaling
- Adjustment of enemies or content to character progression under game-specific rules.
- MMacro
- Sequence of commands triggered by one action; competitive rules may restrict its use.
- MMana
- Resource consumed by certain abilities, often spells; recovery rules depend on the game.
- MMelee
- Combat or attacks performed at close range rather than with distant projectiles.
- MMeta
- Strategies considered effective in the current rules and community; not a permanent ranking.
- MMMR
- Matchmaking rating used to estimate player skill; it may differ from a visible rank.
- AAsymmetric multiplayer
- Multiplayer where participants have different roles, capabilities or objectives.
- NNo-hit
- Challenge completed without receiving qualifying hits; the exact rules must be specified.
- OOverclocking
- Operating a component above its standard clock settings; stability and thermal effects vary.
- PParty
- Group of players or characters organised to play together.
- PPhoto mode
- Feature for framing images using camera or visual controls; tools vary by game.
- PPixel art
- Visual style built from deliberately arranged pixels; not necessarily old hardware.
- PPort
- Adaptation of a game to another platform; changes and compatibility depend on the release.
- RRaid
- Group activity with coordinated objectives, often more demanding than a standard encounter.
- CCross-buy
- Purchase entitlement covering specified platforms; not the same as cross-save.
- BBackward compatibility
- Ability to use software or accessories from an earlier system, with possible exceptions.
- AAutosave
- Automatic progress recording; frequency and overwrite behaviour depend on the game.
- SSave slot
- Separate location for a saved state; availability and contents vary by game.
- SSoftlock
- State where progress is impossible although the program still runs.
- HHardlock
- Complete freeze preventing normal interaction and usually requiring a restart.
- NNative resolution
- Image rendered at the target output resolution without spatial upscaling.
- DDynamic resolution
- Rendering resolution adjusted during play to meet a performance target.
- SScreen tearing
- Visible split when parts of different frames appear during one screen refresh.
- TTAA
- Temporal anti-aliasing that uses information from previous frames; image artefacts may occur.
- OOLED
- Display technology with self-emitting pixels; behaviour depends on the panel and use.
- SShader cache
- Stored results used to avoid repeating some graphics preparation work.
- TTexture streaming
- Loading texture data as needed rather than keeping all detail resident.
- CColourblind mode
- Display adjustments for colour distinctions; available palettes and effects vary.
- VVR motion sickness
- Discomfort that can occur during virtual reality; stop the session when symptoms appear.
- SSingle-use code
- Activation code that normally cannot be reused after redemption on an account.
- PPasskey
- A cryptographic sign-in credential used instead of typing a password where supported. Storage and recovery depend on the device and provider; prepare a backup way to access the account.
- RRecovery code
- A backup code for regaining account access when the usual two-factor method is unavailable. Keep it outside the affected account and never share it in a chat or screenshot.
- SStatus page
- A page showing the condition of online services and sometimes previous incidents. Check which components and regions it covers and its update time; it may not cover every game's servers.
- MMaintenance
- Planned or exceptional work on a service that may temporarily limit access. Check the scope and time zone; the expected return time can change.
- DDelisting
- Removal of a product from a store's sales catalogue. This alone does not establish whether existing owners can download or launch it; check those functions separately.
- SService shutdown
- The end of functions provided by a remote service. It may affect multiplayer, a store or the entire game; the official announcement should identify modes, platforms and dates.
- GGame-key card
- A Nintendo Switch 2 physical card used as the key to download and run a game. It does not contain all game data; the first download needs internet and storage, and the card must be inserted to play.
- mmicroSD Express
- A memory card format with a faster interface than conventional microSD. Downloaded Nintendo Switch 2 games require an Express card for expandable storage; an ordinary older microSD card cannot serve that role.
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