Glossary
Here is a glossary of terminology used on this website.
G
Gain
Relevant to output system.
See Gamma.
Game
Relevant to business.
A game is played on a platform, where the outcome is controlled by the interaction of one or more participants.
Accessible game
Relevant to accessibility.
A game that enables all gamers, regardless of any impairments, to enjoy its user-friendly design.
Action game
Relevant to gameplay.
A game in which players typically assume control of a player character and primarily encounter physical challenges.
Strange Brigade is an example of an action game.
Credit: Rebellion Developments. Footage captured by the author.
Adventure game
Relevant to gameplay.
A game, in which players assume control of a player character, with a primary emphasis on exploration and puzzle-solving.
Board game
Relevant to gameplay.
A game, in which players place and move pieces on a board.
Card game
Relevant to gameplay.
A game, in which players engage in card play using a deck of cards.
First-person shooter (FPS)
Relevant to gameplay.
A game, in which players assume control of a player character and primarily concentrate on engaging in combat using projectile weapons.
Massively multiplayer online role-play game (MMORPG)
Relevant to gameplay.
A game in which players take on the role of a character, with a primary focus on character development within a game world, involving multiple players.
Multiplayer online battle arena (MOBA)
Relevant to gameplay.
A game, in which players assume control of a player character and primarily concentrate on combat within a symmetrical level.
Platform game
Relevant to gameplay.
A game, in which players assume control of a player character with a primary focus on jumping between platforms and navigating obstacles.
Puzzle game
Relevant to gameplay.
A game in which players primarily concentrate on solving puzzles.
Racing game
Relevant to gameplay.
A game in which players primarily concentrate on racing.
Role-playing game
Relevant to gameplay.
A game in which players take on the role of a character, with a primary focus on the development of their character within a game world.
Simulation game
Relevant to gameplay.
A game in which players engage in a simulation of real-world activities.
Strategy game
Relevant to gameplay.
A game in which players primarily concentrate on strategic planning and thinking.
Frostpunk is an example of a strategy game.
Credit: 11 bit studios S.A.. Footage captured by the author.
Sports game
Relevant to gameplay.
A game, in which players practice sports.
Systemic game
Relevant to gameplay.
A game where game systems affect each other.
For instance, imagine a game that has these systems and their components:
System
Component
Weather
Wind
Combat
Flamethrower
Chemical processes
Fire
If a player uses a flamethrower on a grass field, the grass would catch fire and start burning. Fire would spread faster in the direction of the wind.
Tactical shooter
Relevant to gameplay.
A game that simulates real-world combat.
Sniper Elite 4 is an example of a tactical shooter.
Credit: Rebellion Developments. Footage captured by the author.
Balanced game
Relevant to development.
A game, that is fair for all participants and brings enjoyment.
Game asset
Relevant to level design.
An element that is used to make a level, such as:
Game design
Relevant to development.
The art of transforming ideas into a playable game.
Game design document (GDD)
Relevant to development.
Provides detailed descriptions of gameplay mechanics, challenges, levels, story, and other details described here.
Game designer
Relevant to development.
A creative person, such as a programmer, artist, writer, or anyone else who decides how the game will be.
Game developer
Relevant to development.
Someone who develops a game. For example, it can be:
- One person.
- A small group of people.
- A large studio.
Game development
Relevant to development.
The process of making a game.
Game element
Relevant to development.
An essential element that must be included in an emotionally engaging game, such as:
- Choices (non-linear gameplay).
- Atmosphere.
- Story.
- Tutorials.
- Accessibility.
- Objectives.
- Rewards.
- Control System.
- Output System.
- Technology.
- Assets.
- Game World.
Artificial Intelligence is also a game element and it doesn’t necessarily need to be included in games.
Game engine
Relevant to development.
A software that powers and controls a game.
Game feature
Relevant to business.
Content or service that makes a game and is not a gameplay mechanic. For example:
Game genre
Relevant to development.
A classification of a game based on how it is played.
Game journalism website
Relevant to business.
A website that reports on video game news.
Game mode
Relevant to gameplay.
A scenario with a specific set of rules for achieving the primary objective.
For instance, action games can offer game modes, such as:
- Capture the flag.
- Deathmatch.
- Domination.
- King of the hill.
- Team deathmatch.
Game publisher
Relevant to business.
A company that publishes video games that were made internally or by a video game developer.
Game replay
Relevant to gameplay.
A recording of gameplay that can be replayed inside of the game.
Game state
Relevant to gameplay.
The state of properties of a game that may change during gameplay.
Game world
Relevant to level design.
A universe inside of a game, where gameplay takes place. It may consist of one or more levels.
Believable game world
Relevant to level design.
A game world that closely resembles the real world.
Gamepad
Relevant to control system.
An input device that includes analogue sticks, multiple buttons, a directional pad, motion detection, and other features.
The layout of buttons and analog sticks on a generic gamepad.
Gameplay
Relevant to gameplay.
The way a game is played.
Arcade gameplay
Relevant to gameplay.
Gameplay, the aim of which is not to accurately simulate the real world to a significant extent.
Emergent gameplay
Relevant to gameplay.
Gameplay that changes according to the player’s actions.
Multiplayer gameplay
Relevant to multiplayer gameplay.
Gameplay which takes place in a game world with two and more players.
Simulation gameplay
Relevant to gameplay.
Gameplay, the aim of which is to accurately simulate the real world to a significant extent.
Single-player gameplay
Relevant to gameplay.
Gameplay that takes place in a game world with only one player.
Gameplay mechanic
Relevant to gameplay.
An activity that players can partake in during gameplay. An activity of this nature may represent, for example:
- Jumping.
- Walking.
- Manipulating with objects.
- Opening doors.
- Firing weapons.
- Casting spells.
- Healing.
- Looting.
Healing in Sniper Elite 4.
Credit: Rebellion Developments. Footage captured by the author.
Core mechanic
Relevant to gameplay.
A gameplay mechanic that players frequently engage in to make progress in a game.
An air dash is one of the core mechanics in Celeste.
Credit: Extremely OK Games. Footage captured by the author.
Gameplay speed
Relevant to gameplay.
The rate at which time elapses in a game world.
Gaming platform
Relevant to business.
A device used by a player to play a video game. For instance:
- Personal computer.
- Mobile phone.
- Gaming console.
- Arcade cabinet.
Gamma
Relevant to output system.
How smoothly black transitions to white on a digital display.
Gear
Tactical gear
Relevant to rewards.
A collection of items, that a character carries to enhance his effectiveness in combat operations. It includes:
- Communication and navigation.
- Compass.
- GPS devices.
- Headsets.
- Radios.
- Firearms, ammunition and accessories.
- Primary weapons.
- Backup and support weapons.
- Ammunition.
- Optics and lasers.
- Sling systems.
- Suppressors.
- Vertical grips and bipods.
- Weapon lights.
- Load-bearing equipment.
- Backpacks.
- Carabiners.
- Chest rigs.
- Laptop cases.
- Holsters.
- Pouches.
- Shoulder packs.
- Vests.
- Waist packs.
- Weapon cases.
- Medical equipment.
- First aid kits.
- Medical pouches.
- Stretchers.
- Tourniquets and hemostatic agents.
- Night vision and optics.
- Night vision.
- Optical sights and scopes.
- Rangefinders.
- Thermal optics.
- Protective gear
- Body armor.
- Eye protection.
- Gloves.
- Helmets.
- Knee pads.
- Survival and outdoor gear.
- Bivvi shelter.
- Cable ties and duct tape.
- Forced entry tools.
- Axes.
- Bolt cutters.
- CQB rams.
- Halligan bar.
- Hydration equipment.
- Knives.
- Lights.
- Flashlights.
- Headlights.
- Helmet lights.
- Lanterns.
- Lighters.
- Spotlights.
- Multi-tools.
- Sleeping bags.
- Survival blankets.
- Tactical clothing.
- Accessories.
- Belts and suspenders.
- Morale patches.
- Neck gaiters.
- Footwear.
- Boots.
- Shoes.
- Headwear.
- Outerwear.
- Pants.
- Shirs.
- Shorts.
- Socks.
- Uniforms.
- Undergarments.
- Watches.
- Accessories.
Gear shaft
Relevant to control system.
An input device used to change gears.
Global illumination
Relevant to output system.
A process that mimics how light reflects off surfaces onto other surfaces.
Glitch
Relevant to development.
A problem that hinders the proper operation of a game.
Global navigation satellite system (GNSS)
A global system that utilizes satellites to offer autonomous geo-spatial positioning.
Glyph
Relevant to output system.
A character that is included in a typeface.
Graphical user interface (GUI)
Relevant to output system.
An interface that utilizes graphical elements to enable players to interact with the platform on which the game is executed.
Grinding
Relevant to gameplay.
A gameplay mechanic in which a player performs one or more actions repeatedly in order to achieve a desired outcome.
- Achieve the utmost level of character development.
- Acquire a substantial amount of resources.
- Gain a significant amount of virtual experience.
Guidelines
Relevant to development.
Information that indicates the appropriate method for accomplishing something.