Narrative |
A story or account of events, experiences, or the like, whether true or fictitious. For example: A video game might have a narrative that follows a character through various challenges, obstacles, and triumphs. |
Mechanics |
The rules and systems that govern how a game is played. For example: Rolling a die and moving a certain number of spaces in a board game or using a controller to move a character and interact with objects in a video game. |
Quest |
A long or arduous search for something. In game design, a quest is typically a task or objective that a player must complete or achieve in order to progress through the game. |
Avatar |
A digital representation of a player or character, often customizable in appearance and abilities. For example: Creating a unique character in a role-playing game or customizing a character's clothing and accessories in a simulation game. |
Open-world |
A game design in which the player has a large, expansive environment with few limitations on where they can go or what they can do. Open-world games often have non-linear gameplay and give players a sense of freedom. For example: Grand Theft Auto or Skyrim. |
Platformer |
A genre of game where the player controls a character or avatar on a platform or series of platforms. The objective is usually to navigate through levels and obstacles to reach the end goal. Examples include Super Mario Bros. and Sonic the Hedgehog. |
Adventure |
A genre of game that focuses on exploration, puzzle-solving, story, and player choice. Adventure games often have a strong narrative and character development. Examples include The Legend of Zelda and Monkey Island. |
Multiplayer |
A game mode or design that allows multiple players to participate simultaneously. Players may work together or compete against each other. Examples include co-op modes in shooters, battle royale games like Fortnite or PUBG, or sports games like FIFA or Madden. |
Simulation |
A genre of game that aims to realistically simulate an experience or environment. Simulation games can cover a wide range of topics, from building cities to managing a farm or running a restaurant. Examples include The Sims, SimCity, and Farming Simulator. |
Difficulty |
The level of challenge or difficulty in a game. Some games may be easy while others are hard or require specific skills or knowledge to complete. Difficulty can often be adjusted by the player or increase as the player progresses through the game. |
Cutscene |
A non-interactive or partially interactive sequence in a game that advances the story, shows character development, or provides context or exposition. Cutscenes are usually pre-rendered or scripted, and can include things like animation or dialogue. |
Power-up |
An item or ability in a game that enhances the player's abilities, usually temporarily. Power-ups can include things like a speed boost or invincibility, or increase the player's health or ammo. |
Replay |
The act of playing a game again, either from the beginning or from a specific point. Replayability is an important aspect of game design, as it encourages players to continue playing and discover new things. For example: New Game+ mode in Dark Souls or collecting all the achievements in an Xbox game can add replay value. |
Boss |
A powerful enemy in a game that typically tests the player's skills and abilities. Bosses are often found at the end of levels or stages, and defeating a boss is usually required to progress in the game. Examples include Bowser in Super Mario Bros. or Ganon in The Legend of Zelda. |
HUD |
The Heads-Up Display in a game that shows important information to the player, such as health, ammo, or score. The HUD can be designed in various ways, and can also include maps, objectives, or item inventory. |
NPC |
Non-Player Character - a character in a game that is controlled by the computer (AI) rather than the player. NPCs can include enemies, allies, or neutral characters that give quests, sell items, or provide other services to the player. Examples include Pikachu in Pokémon or Tom Nook in Animal Crossing. |
Sandbox |
A game design that allows players to create, modify, or interact with the game world in various ways. Sandbox games often allow players to approach objectives in different ways, and can include things like building structures, terraforming landscapes, or creating custom game modes. Examples include Minecraft, Garry's Mod, and LittleBigPlanet. |
Replayability |
The potential of a game to be played again after completion. This is often achieved by including multiple endings, random events, side quests, or unlockable content. Replayability extends the game's enjoyment and urges the player to further explore the game. It's a common aspect of game design that developers consider while making a game. |
RPG |
Role-Playing Game - a genre of game that focuses on a player-driven narrative and character development. RPGs can include elements of exploration, combat, and customization, and often give the player choices that affect the story or outcome. Examples include Final Fantasy, Skyrim, and Pokémon. |
FPS |
First-Person Shooter - a genre of game that focuses on fast-paced action, often from a first-person perspective. FPS games typically give the player a variety of weapons and objectives to complete. Examples include Call of Duty, Halo, and Overwatch. |
Mod |
A modification or enhancement made to a game by the community or individual programmers. Mods can change aspects of the game such as graphics, user interface, gameplay, or even the game engine. Mods can be created for various reasons such as improving the game, adding new content or features, or for pure fun. Examples include Half-Life mods, Skyrim mods, and Minecraft mods. |