Glossary

Here is a glossary of terminology used on this website.

R

Radar

Relevant to gameplay.

A detection system that uses radio waves to determine the position of targets in relation to the radar’s location.

Radio button

Relevant to output system.

A button that is part of a collection of buttons enabling players to select only one option.

Radius of action

Relevant to gameplay.

The maximum distance that a vehicle, aircraft, or watercraft can travel from its base and return without requiring refueling.

Range of fire

Relevant to gameplay.

The maximum distance from which an enemy can be attacked.

Ransomware attack

Relevant to development.

A type of malicious software that restricts access to a computing device or the data of a victim, while also issuing threats to maintain the restriction.

Rate of fire

Relevant to gameplay.

The rate at which a weapon can discharge or propel its projectiles.

Raytracing

Relevant to output system.

A rendering technique capable of generating highly realistic lighting effects.

Real time strategy (RTS)

Relevant to gameplay.

A game in which all participants play simultaneously, without the need to wait for the turns of other participants.

Recoil

Relevant to gameplay.

The backward movement of a gun when it is discharged.

Reconnaissance

Relevant to gameplay.

A mission to gather information through visual observation or other detection methods regarding the activities and resources of an adversary or the characteristics of a specific region.

Reference

Relevant to level design.

A piece of information that aids game designers in creating the game world. Such information may represent:

Reinforcements

Relevant to gameplay.

The deployment of additional troops, supplies, and other resources that enhances the capability of a military force.

Off-map reinforcements

Relevant to gameplay.

Reinforcements that come from a location outside the currently played level.

Replay value

Relevant to business.

The potential for continued play of a game after it has been completed.

Requirement

Relevant to development.

A feature that is necessary to incorporate into a game.

Critical requirement

Relevant to development.

A requirement of utmost importance.

Non-negotiable requirement

Relevant to development.

A requirement that is not subject to reconsideration.

Resource

Relevant to development.

A valuable asset during the development process, such as time and money.

Starting resources

Relevant to gameplay.

A type of reward that players have access to after the commencement of a scenario, such as in-game currency.

Respawn

Relevant to gameplay.

To re-enter an existing game world.

Reticle

Relevant to output system.

The crosshair or aiming point within the field of view in a riflescope.

An example of a Mil Dot reticle.

Retreat

Relevant to gameplay.

To escape from danger.

Return fire

Relevant to gameplay.

The act of firing a weapon to counter a shooter’s shot.

Reviewer

Relevant to development.

An individual who articulates his viewpoint on a written text.

Revision

Relevant to development.

A change that is made to a document.

Reviving

Relevant to gameplay.

A gameplay mechanic during which a character is brought to life.

Reward

Relevant to rewards.

Something given to the player in exchange for making progress, such as:

Rewinding

Relevant to gameplay.

A gameplay mechanic that enables players to travel back in time.

Rocket jumping

Relevant to gameplay.

An activity in which a player propels a rocket towards the ground, wall, or another surface, simultaneously executing a jump in order to cover a greater distance.

Role

Relevant to gameplay.

The purpose that a human player or an AI opponent serves in a game. There may be various roles, such as:

  • Attack: The player is expected to engage in aggressive play by actively attacking his enemy.
  • Defense: The player is expected to play in a defensive manner.
  • Support: The player is expected to offer assistance to his teammates.

Alternatively, roles can be assigned based on the units accessible to the player, such as:

  • Air: The player assumes control of aerial units, such as bombers, fighters, helicopters, supporting aircrafts, and drones.
  • Armor: The player assumes control of heavily armored ground units, such as armored vehicles and tanks.
  • Infantry: The player assumes control of infantry units.
  • Naval: The player assumes control of naval units, such as aircraft carriers, battleships, destroyers, frigates, and submarines.
  • Support: The player assumes control of support units, including assault amphibians, combat engineers, field artillery, and reconnaissance units.

Role-playing

Relevant to gameplay.

An activity in which a player takes on the role of a character.

Room tone

Relevant to output system.

The natural noise of a recording environment.

The ambient background noise within a ferry.

Rudder pedals

Relevant to control system.

An input device utilized to control the rudder and toe brakes of the aircraft in a flight simulator software.

Rush

Relevant to gameplay.

A tactic that employs surprise and swiftness to overpower an adversary’s capacity to engage in warfare.

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