Glossary
Here is a glossary of terminology used on this website.
D
D-pad (Directional pad)
Relevant to control system.
A group of buttons arranged in a cross formation for issuing directional commands.
A D-pad on a generic controller.
Data grid
Relevant to output system.
A grid that presents data in columns and rows.
A data grid in a business simulation game.
Data loss
Relevant to development.
The act of erasing or corrupting data that has been saved on a storage device.
Database
Relevant to gameplay.
A compilation of data that is accessible to players within the game, which may include, for instance:
- A description and historical account of levels, locations, and significant characters (Batcomputer in Batman Arkham Knight).
- Information regarding the unlockable rewards (Batcomputer in Batman Arkham Knight).
- Papers with information, such as memories, notes, records, case files, correspondence (Inventory in Amnesia Rebirth, Collectibles in Control).
- Multimedia formats such as videos, presentations, or audio recordings (Journals in Gone Home).
- Description of gameplay mechanics (Tutorials in Sniper Elite 4).
- Description and statistics of vehicles (Carcyclopedia in Mafia: Definitive Edition).
A database of audio recordings in Gone Home.
Credit: The Fullbright Company. Screenshot captured by the author.
Deathmatch
Relevant to gameplay.
A game mode, also known as free-for-all, in which each player competes against all other players. The player with the greatest number of kills at the end of the game is declared the winner.
Decoding
Relevant to gameplay.
An activity in which a player explores the significance of information.
Defense¹
Relevant to gameplay.
A scenario in which players or AI opponents defend an object or individual from harm.
Defense²
Relevant to gameplay.
A role that enables players or AI opponents to be proficient in defensive strategies.
Depth of field
Relevant to output system.
The space in the scene that is relatively sharp and in focus.
In Supraland, very distant objects are out of focus.
Credit: Supra Games. Screenshot captured by the author.
Diagram
Progression diagram
Relevant to level design.
A clear illustration of the progression of unlocking game elements throughout the game, either within a single scenario or the entire game.
Examples of such game elements:
A progression diagram in Frostpunk.
Credit: 11 bit studios S.A.. Screenshot captured by the author.
Dialogue
Relevant to story.
See Conversation.
Dialogue box
Relevant to output system.
A graphical element that prompts players to provide input, such as selecting options or entering text.
An example of a dialogue box from Genius Evil 2: World Domination.
Credit: Rebellion Developments. Screenshot captured by the author.
Difficulty
Relevant to accessibility.
A profile that includes different game settings adjusted by the game developer, in order to provide a desirable experience. A single game can offer either one or multiple difficulties, such as:
- Easy.
- Medium.
- Hard.
Some games also enable players to create customized difficulties.
A selection of difficulties in Sniper Elite 4.
Credit: Rebellion Developments. Screenshot captured by the author.
Difficulty curve
Relevant to accessibility.
A curve that illustrates the changing difficulty over time, typically within a specific scenario, level, or the entire game.
An example of a balanced difficulty curve.
Display mode
Relevant to output system.
A mode which defines how the visual output device produces images using pixels. Here are several typical display modes:
- Borderless windowed.
- Fullscreen.
- Windowed.
Choosing the display mode in Strange Brigade.
Credit: Rebellion Developments. Screenshot captured by the author.
Document history
Relevant to development.
A chronological list of modifications made to a document.
Documentation
Relevant to development.
A collection of documents utilized for the development of a game, such as:
- Art bible – Provides a definition of the visual artistic direction.
- Business plan – Provides information on funding, budget, strategies for generating revenue, marketing strategies, analysis of the target audience, and strategies for distributing the game.
- Character design document – Provides information about each character, such as his backstory, characteristics and traits, relationships with other characters, skills and abilities, physical appearance, concept art, and voice type.
- Concept document – Presents the fundamental concepts and the vision of a game.
- Game design document – Provides detailed descriptions of gameplay mechanics, challenges, levels, story, and other details described here.
- Game script – Contains dialogue, character details, plot, player instructions, and environmental descriptions.
- Level design document – Provides comprehensive information regarding the various levels of a game, including layouts, section views, level flows, challenges, and objectives.
- Sound design document – Contains information about the ambiance, sound effects, music, and speech.
- Story bible – Provides detailed information about the story, characters and world-building.
- Technical design document – Outlines the hardware and software utilized for the development process, software architecture, network architecture for multiplayer gameplay, performance optimization strategies, and hardware specifications for targeted platforms.
- Test plan – Includes information about the scope of testing and scheduling, testing tools, test cases, risk analysis, and the appropriate course of action when encountering bugs.
Internal documentation
Relevant to development.
Documentation intended for exclusive use among team members.
Domination
Relevant to gameplay.
A game mode that involves the participation of at least two teams. There are multiple strategic locations dispersed throughout the level. The primary goal is to establish and maintain strategic positions and earn points as a result. The team that accumulates the highest number of points by the conclusion of the game is declared the victor. Alternatively, the team that first reaches the score limit is declared the winner.
Drag race
Relevant to gameplay.
An event type in which participants must manually change gears, and flawless shifting is crucial for success. The participant who reaches the finish line in first place is declared the winner.
Drift race
Relevant to gameplay.
An event type in which all participants engage in drifting. The individual with the highest score is declared the victor.
Drop-down list
Relevant to output system.
A graphical element that allows players to select only one option from a list of options.
The drop-down list to set the graphic level in Stronghold Crusader 2.
Credit: Firefly Studios. Screenshot captured by the author.
Dynamic range
Relevant to output system.
The ratio between the amplitude of the loudest undistorted signal and the noise floor.