The following glossary is designed to cut through the jargon and acronyms that can cloak videogames writing, making it appear impenetrable to anyone but the initiated. A version of this appears at the end of the Rough Guide to Videogames, but this post will be added to and amended as time goes by. Suggestions welcome.
action-adventureA broad game genre encompassing games that include combat or other perilous physical activity as well as exploration and puzzle-solving. Also sometimes action game or adventure game, or action RPG.
AI (artificial intelligence)Dictates the actions of anything in a game that isn’t controlled by the player; great AI makes for more interesting and realistic behaviour by non-player characters or enemies.
analog controlsButtons or other mechanisms on a game controller that react to gradations of movement; an analog stick, for example, will allow you not just to move in a specific direction, but to move slowly or quickly depending on the level of pressure exerted; compare this with digital controls, which offer just two states: moving or not moving.
arcade cabinetA coin-operated games machine in an arcade.
beat-'em-upA genre of one-on-one fighting, often martial arts. Examples are the Mortal Kombat and Virtua Fighter series.
betaThe stage in a game’s development when an almost-finished version is submitted to user testing to iron out any problems.
bossAn enemy at the end of a level which must be defeated in order to complete the level and move on to the next; they tend to be tougher than other opponents in the game.
cel shadingComputer-generated artwork that resembles two-dimensional cartoons in style, rather than aiming for photorealism.
consoleA game-playing system that is hooked up to a TV screen, for instance the PlayStation, Xbox or Wii.
cosplayThe pastime of dressing up as characters from games at launches and other events; big in Japan, it’s now become popular in the UK and US.
cut sceneA non-interactive sequence that interrupts gameplay, usually designed to move the plot along.
developerA person (or more usually a vast team of people) who designs and produces games.
digital controlsButtons or other mechanisms on a game controller that offer just two states - on or off. Contrast this with the gradations of movement allowed by analog controls, above.
d-padA controller’s cross-shaped directional button.
emulatorSoftware that mimics the functionality of a console or other hardware, so that games can be played on a different system from that for which they were originally designed.
engineThe software backbone of a game, underlying programming that is often used across different games.
expansion packAdditional content for a game, extending its life.
first-partyUsed to describe a game developed by the same company that makes the console it’s played on, for example Nintendo games for the Wii.
first-personViewpoint whereby the player sees the action through the game character’s eyes.
FMV Full motion video; see cut scene.
force feedbackTechnology by which a peripheral such as a controller responds to signals in the game and vibrates correspondingly; for instance, when the car you’re driving crashes, when your character dies, or to signify recoil in shooting games.
FPSFirst-person shooter, a shooting game with a first-person perspective.
god game or god simA strategy game in which you get to take control of the creation of a civilization or some other kind of human development such as a city.
handheldA portable gaming system with an integral screen, for instance the PlayStation Portable or Nintendo DS.
hit points A numerical representation of a character’s capacity for damage, especially in RPGs; if a character is wounded in battle or falls off a ledge, hit points diminish. Other types of game use graphic life meters or bars, which drain or change colour to indicate health.
HUDHeads-up display; in an FPS it often gives information on health and available equipment.
isometricViewpoint that allows you to see objects from three sides at once, used in RPGs and strategy games to give an overview of a broad area.
JRPGA roleplaying game produced originally in Japan; JRPGs are significantly different from Western style RPGs.
LANLocal Area Network; in games, this is usually used to refer to a small-scale multiplayer setup.
life meterSee hit points.
localizationThe process of changing a game so that it appeals to a different territory from the one it was originally designed for, including changing the language and altering anything that might be deemed offensive in the new territory.
machinimaAn art form that uses in-game footage as the basis for filmmaking.
minigameA short, usually simple game, either within a bigger game, or forming part of a collection of games often suitable for multiple players in a party setting.
MMORPGMassively Multiplayer Online Roleplaying Game; an MMO is simply any massively multiplayer online game.
modBased on the code of an existing game, modding (from "modification") usually provides new levels for an old game and can even revise the gameplay setting beyond recognition.
NPCA non-player character, controlled by the computer rather than the player.
PCA player character, controlled by the player. (Or a personal computer, depending on context.)
peripheralAnything you connect to a console or PC to facilitate gameplay, for example a controller, a microphone or a steering-wheel.
pick-upAn item picked up by a character that offers a usually short-term or one-off effect, for instance a weapon in a racing game, or a health potion in a platform game.
platform(er)A genre in which the player’s character has to jump from 2D platform to 2D platform; the word is also sometimes used for the 3D version, in which characters have to traverse dangerous environments by means of accurate player control.
portA later version of a game revised to work on a different system from the one for which it was originally designed. A game is ported to another console.
rhythmA generally music-based game in which fast and accurate responses to prompts are required.
RPGRoleplaying game; a lengthy game (fifty-plus hours of gameplay is not unusual) in which the player assumes the role of a character or characters. It usually has a fantasy setting. See also JPRG.
RTSReal-time strategy game; a game in which the player’s actions and the computer’s reactions occur in real time.
save pointA predetermined place in the gameworld where the player can choose to save progress for continuing at a later time; some games have autosave points that do the same job. Often located before a boss or other perilous situation.
sim Simulation, a type of strategy game. The term is used in combination with whatever’s being simulated, for instance a flight sim or a theme park sim.
spawnThe reappearance of a dead character or defeated enemy. If Master Chief dies in Halo, for example, he’ll respawn in a safe location.
third-partyUsed to describe games developed by one company for another company’s hardware, for instance a Rockstar game designed for the PS3.
turn-basedDescribes a game or part of a game in which the action happens in a certain prescribed order; the computer will wait until a player has acted before taking its turn.
unlockTo access a part of a game, or an item in a game, that only becomes available once certain criteria are fulfilled. In some games, completion unlocks a further level, for example.
walkthroughA detailed guide through a game, often written by fans. Also known as a game FAQ.
