「オートチェス」とも呼ばれるこのゲームは、チェスに似た要素を持つ戦略ゲームのサブジャンルで、プレイヤーは準備段階でグリッド状の戦場にキャラクターを配置し、その後はプレイヤーからの直接的な操作なしに相手チームのキャラクターと戦います。 2019年初頭にDota Auto Chessによって開発され、普及しました。
ゲームランチャーは、ゲームを直接起動するのではなく、1つまたは複数のゲームを起動するためにパーソナルコンピュータで使用されるアプリケーションプログラムです。ランチャーには通常、ソフトウェア開発者から提供される追加サービスが含まれており、フレンドやマッチメイキングサービス、コンテンツの更新、デジタル著作権管理、クラウドセーブなどのミドルウェア機能を提供します。また、ゲームランチャーは、ゲームの購入やダウンロードを行うためのデジタルストアフロント機能を提供する場合もあります。ランチャーには、Battle.netやUbisoft Connectのようにパブリッシャーが自社ゲーム専用に設計したものもあれば、 SteamやEpic Games Storeのようにファーストパーティおよびサードパーティのゲームをサポートする汎用プラットフォームもあります。
プレイヤーがレベルアップするゲームにおけるゲームメカニズムの一つで、プレイヤーキャラクターや敵の属性が変化し、戦闘における難易度が同程度になるように調整される。プレイヤーキャラクターのレベルが数段階高い場合、敵の能力が強化されるか、プレイヤーの能力が弱体化され、難易度が同程度になるように調整される。プレイヤーはレベルが上がるにつれて、追加の能力、独自の特性を持つ優れた装備、高レベルのクエストやエリアへのアクセスなど、追加のメリットも得られる。レベルスケーリングを採用しているゲームの例としては、『World of Warcraft』や『Destiny』などがある。[ 113 ]
In PvP games, the act of killing other players in their spawn, often immediately after they have spawned. Usually looked down upon as unfair for not giving opposing players a chance, though some gamers defend it as a legitimate strategy. Many games have features to prevent spawn killing, such as temporary invincibility or barriers preventing enemies from entering or attacking in spawns. A component of, but not entirely the same as, spawn camping.
Spectator mode
1.A game mode that allows a player to view the world without restrictions, but without being able to interact with the game world in any way.
2.A game mode that allows a player to view the world from another player's perspective.
Specialization
A means of selecting certain options—such as a character, weapon, vehicle, or other in-game item—during the course of a game for a specific function, as opposed to selecting a specific character class at the start of the game. Such specialization allows that entity to have access to unique skills or options for that type while denying them access to other options. Some games allow players to re-specialize past choices for some in-game cost and pursue a different specialization.
Specs
Short for specifications, used to describe the details of a player's stats, gear, or build.
An attempt to complete a game as fast as possible. Depending on the rules for the speedrun, players may exploit glitches or bugs in the game to speed their progress.[176]
Splash damage
Although only the blue player in the center takes a direct hit, everyone within the circle takes splash damage. The damage may decrease further from the point of impact; this is known as damage falloff.
Attacks with an explosive or other area-of-effect component deal splash damage, affecting the area around the attack's impact. Splash damage is particularly useful against game targets that dodge well. However, splash damage weapons are also dangerous since they can damage the shooter and are not preferred in close-quarters combat. Such weapons are typically aimed at an opponent's feet; this ensures that the impact point is near enough for splash damage to cover the opponent in the event that the shot misses.[177] Usually splash damage is separate from the damage of a direct hit with an attack, and the two may or may not both affect the target. Often there is damage falloff, meaning the further away from the center of the attack a target is, the lower the splash damage.
A 2D image used as a part of a larger graphical scene. Typically, sprites define all objects and entities within games that use 2D graphics, but they are sometimes also used in earlier 2.5D and 3D games.
Squeaker
A usually derogatory term that refers to young tween and preteen gamers that use voice chat, the word referring to their high-pitched voice as a result of them not having hit puberty yet.
Stage
Stamina
1.A resource that allows the player to use certain types of physically exerting actions, such as running and attacking, that typically replenishes over time.
2.A type of stat that governs a character's ability to take damage, either raising their health or increasing their defense.
Stat point
A discrete number of points for the player to distribute among their character's attributes, e.g., to choose their player's trade-offs between strength, charisma, and stamina.[179]
Stat squish
A practice of scaling down numbers, commonly score or health points, damage or healing values, or item levels, in the aftermath of a stat inflation as numbers get exponentially large and more difficult for the player to conceptualize. The practice is most common in MMORPGs, and World of Warcraft is notable for having several stat squishes.[180]
An overarching term that covers both buffs and debuffs. Essentially, any effect to a character that is outside of the normal baseline is a status effect. Common negative status effects are poisoning (damage over time), petrification/paralysis (inability to move), or armor/damage reduction (lowering of defensive/offensive abilities). Common positive status effects include a heal-over-time (a small, pulsing heal that triggers multiple times over a set period), armor/damage increases, or speed increases.
Printed or online manuals that are written to guide players through a game, typically offering maps, lists of equipment, moves, abilities, enemies, and secrets, and providing tips and hints for effective play strategies.
A game genre which emphasizes consideration and planning to achieve victory. Subgenres include real-time strategy, turn-based strategy and wargames.
Stream-sniping
When a player watches another (usually professional) player livestream a game to locate their position or plans and gain the upper hand on them. This practice most commonly occurs in online multiplayer games and is generally frowned upon.
Video and audio that is continuously fed from a server to a client and presented to the end user. In gaming, this may be used to watch a live or recorded Let's Play demonstration of a game, or to play a game through cloud gaming.
Stun lock
A situation whereby the player character cannot act for a long period of time due to being periodically stunned. Often caused by being staggered by repeated attacks from multiple enemies.
Subgame
Superboss
An optional super powerful boss, typically more powerful and harder to beat than the game's main final boss.
A type of game mode in co-operative multiplayer games. Players work together to defend one or more objectives or simply to have at least one man standing as they fight through discrete waves of enemies, with each subsequent wave featuring more numerous and powerful enemies. Such modes often include elements of tower defense games where players can deploy defensive tools such as turrets or traps to injure or slow enemies. The game may offer short periods between waves where players can spend in-game currency or similar points to improve their defenses, their equipment, or similar boosts. Horde modes can be based on a fixed number of waves or in an endless mode where players attempt to last as long as possible.
Survival multiplayer
A multiplayer game mode where players start out with no items, a health bar, and are able to die (as opposed to creative mode, where players are immortal). Commonly used to refer to Minecraft servers, but can otherwise be used to refer to any similar game mode in any game. A well-known example is the Dream SMP.
Sweat
A derogatory term used to refer to players with a highly competitive attitude, typically in situations where such an attitude is uncalled for or unnecessary. Synonymous with tryhard.[181]
A positioning of a character model in a video game with the character standing upright and arms up to the side. Typically used as a default position for 3D character models, this is often seen in games as a glitch or result of software bugs.[182]
A character with high health and abilities or equipment that mitigate damage, draw aggro from opponents, and/or receive enemy attacks so that teammates can concentrate on their attacks or objectives. Common in MMORPGs.
A character movement control system in which up and down directional inputs move the player character forward or backward, while sideways directional inputs rotates the character, similar to how a tank's movement is controlled.
Targeting
A strategy used in online games where the player continuously kills or attacks the same opponent, ignoring the others surrounding them. It is often seen as unsportsmanlike behaviour in gaming.
Taunt
A tactic and an effect used during turn-based fights in which a character (usually with high defense or hit points (HP) – see Tank) tricks opponents into attacking him/herself instead of the rest of the team.
2.A move in a fighting game where one player presses a specific input or inputs to make their character play an animation which usually deals no damage and serves merely to mock their opponent.
Teabagging
A type of action used in multiplayer games where a victorious player-character repeatedly crouches down and stands back up (functions that are a common part of standard gameplay) over the head of knocked down or dead opponent, simulating the sexual act of the same name. The act is usually considered disrespectful and provocative, intended to irritate their opponents and make them act irrationally. While the act of teabagging is generally associated with first or third-person shooters, similar actions in other game genres have become synomous with teabagging.[183]
Team deathmatch
Teamkill
The killing of teammates through destruction or damage done to allies, such as through deliberate shooting of teammates. Teamkilling is often identified as unsportsmanlike behavior.[184]
A branching series of technologies that can be researched in strategy games, to customize the player's faction. .
Telefrag
A frag or kill which occurs when a player uses a teleporter to get to a location occupied by another character. This character is killed and the player-character landing on them is granted credit for the kill.
1.Animations or similar visual and audible indicators that indicate to a player what actions an opponent will take. Often used as part of computer-controlled artificial intelligence to help the player avoid or block attacks or make counter-attacks.
2.In multiplayer games, the actions a player does, revealing to their opponent or opponents what attack they may do next. Usually considered a sign of predictability, but for some characters it may be necessary.
Test room
A secret level that is used by developers to test the movements, actions and control of a game's player character(s). They are usually removed or hidden from regular access before the game is released.
The analysis of a video game to mathematically determine the most-optimal approach to winning the game, typically in games that feature a number of player-character attributes that are enumerated. One common type of theorycraft is determining how to best maximize damage per second through selection of equipment and skills. .
Third party
When two teams or players are in a fight and a third team or player attempts to kill one or both of the teams. The term was likely popularized in battle royale games such as Fortnite but is also used in first-person shooters.
A hierarchical organization of various gameplay elements, such as characters, classes, weapons, or abilities, organized into "tiers" based on their perceived usefulness. An element placing in the top or bottom tiers of this list can be called top-tier or bottom-tier, respectively, with similar terminology describing elements as high-tier, mid-tier, or low-tier.
A type of puzzle video game where the player manipulates tiles in order to make them disappear according to a matching criterion. If this number is three, the game is called a match-3 game.
Tilt
When a player gets angry at someone or something, often resulting in reduced quality of play.[28]
A game mode that challenges player(s) to complete a level or the game within a fixed amount of game time or in the fastest time possible. Often, the best times are recorded for other players to see.
Timed exclusive
When a game releases exclusively for one platform but may release for other platforms when the exclusivity period expires.[185][186]
Time to kill (TTK)
The average amount of time it takes to kill an opponent. Commonly used in first-person shooters, especially tactical shooters, where it is typically representative of how much damage or shots a character can take before dying, and thus also the game's realism.[187]
The initial screen of a computer, video, or arcade game after the credits and logos of the game developer and publisher are displayed. Early title screens often included all the game options available (single player, multiplayer, configuration of controls, etc.) while modern games have opted for the title screen to serve as a splash screen. This can be attributed to the use of the title screen as a loading screen, in which to cache all the graphical elements of the main menu. Older computer and video games had relatively simple menu screens that often featured pre-rendered artwork.
In arcade games, the title screen is shown as part of the attract mode loop, usually after a game demonstration is played. The title screen and high score list urge potential players to insert coins. In console games, especially if the screen is not merged with the main menu, it urges the player to press start. Similarly, in computer games, the message "Hit any key" is often displayed. Controls that lack an actual "Start" button use a different prompt; the Wii, for example, usually prompts the player to press both letter buttons on the Wii Remote simultaneously, as in Super Mario Galaxy 2 or Mario Party 9. Fan-made games often parody the style of the title that inspired them.
A form of user input that relies on physical touch, rather than a mouse, keyboard or other control method.
Toxicity
Actions of a rude and unwelcoming gamer or gaming community that detriments the experience for other players or developers. Almost universally viewed negatively across gaming, some game developers take measures to stymie toxicity in their games.[188]
Tower dive
Commonly used in MOBAs to define the act of going into range of the opponent's tower, a defensive structure that damages its opponents, to kill low-health targets.[189]
A form of a video game controller, most often found on arcade game cabinets, in which the player uses a freely-rotating ball to interact with the game.
Changing the appearance of gear, such as weapons and armor, typically to that of functionally equivalent gear.[190][191]
Trash
1.A term meaning bad or poor, often used to insult a player(s) in online PvP games, but also used for items, spells, etc.
2.Commonly used in MMORPGs to refer to groups of non-boss enemies. Particularly in dungeons/ areas leading up to boss fights.
Trick-shot
A shot that requires significant skill to make. Usually associated with first-person shooters.[159][192][193]
Trickjump
Any type of unusual jump that demonstrates skill and expertise, often considered an exploit that was unforeseen by the game's creators.[194]
Triple A
Triple jump
Being able to jump twice in mid-air after leaving the ground, and must then typically touch the ground before being able to mid-air jump again.
Tryhard
An insult that means a gamer is ruining the fun of the game due to an inordinate obsession with winning.[195] Also known as playing sweaty.
True Last Boss (TLB)
Can be similar to a . Primarily in s, A boss in a game that is exceptionally difficult, and has specific requirements outside of a normal game clear that must be met in order to reach the boss.
A gameplay strategy that emphasizes heavy defense, with little or no offense. A player who turtles minimizes risk to themselves while baiting opponents to take risks in trying to overcome the defenses.
A practice in MMORPGs of equipping a low-level character with items or resources not normally available to new characters, by transfer from high-level characters.[128]
A character, item, tactic, or ability considered to be too weak to be a balanced element of gameplay.
Underworld
A collection of isolated dungeon-, cave-, or hell-like levels which are connected by an open overworld.
Unfinished
Used to describe games that release in a very buggy state, or with missing/poor-quality content, such that it gives the impression of having been fully released before development was properly completed (whether or not this is the case). Compare beta release.
Unlockable
A piece of content that is obtained in-game by fulfilling certain conditions. These are sometimes represented in-game or represented through a platform-wide system of achievements. Such content can be purely cosmetic, a game mechanic, tool, character, a separate video game, and more. They are sometimes hidden Easter eggs.[196]
Ultimate
Ultimate attacks or abilities (or ults) that a character may possess, often those that are the strongest or that deal the most damage. Ults often require an energy bar, charge meter, or other similar resource which must be filled before the ult can be used.[197]
Upgrade
A game mechanic to make a given item, character, etc. more powerful. Equipment is commonly upgraded through crafting while a character upgrade may be an alternative to advancing a character level.
V
VAC
An abbreviation of Valve Anti-Cheat, Valve Corporation's cheat detection software. Players who are caught using cheats on a VAC-secured server will be issued a VAC ban, banning them from VAC-secured servers for that particular game in the future and putting a mark on their Steam profile that can't be hidden from public view. VAC bans are permanent, non-negotiable, and cannot be removed by Steam Support.[198] Players who have gotten a VAC ban are sometimes referred to as going on a "permanent VACation".[199][200]
A term used to describe the economy in a video game, for example, gold and the auction house in Old School RuneScape money can be used to buy in game gear, all the way to in-game cosmetics.
An interactive computer-generated experience taking place within a simulated environment. Used in video gaming primarily to describe a VR-based video game or a VR option for an otherwise non-VR video game.
A genre of video games with interactive stories. These games typically use static imagery, anime-styled character art (thanks in part to the popularity of the genre in Japan), and detailed backgrounds, with character dialogue presented in text boxes. Players may alter the path of the story by choosing from dialog trees or a small list of actions.
W
Waggle
A pejorative term when one must shake a controller to do an action, regardless of how the controller is shaken. Usually implies that the controller needs to be shaken wildly. Sometimes extended to motion controls in general, ignoring any precision required.
A term sometimes used to classify exploration games, which generally involve exploring an environment for story and narrative but with few, if any, puzzles or gameplay elements. May be considered derogatory but is often used as a neutral term.
Walkthrough
A description of the gameplay experience for a level or playthrough, intended to guide players who are unsure how to complete it.[19]
Wall bang
In first or third person shooters, the act of shooting someone through a wall or object with bullets or other projectiles that have the ability to penetrate an obstacle. Made a popular term by games such as Counter-Strike and Call of Duty.
Wall climb
The ability for a video game character to rapidly scale a vertical wall or similar surface, typically as part of the character's passive abilities, but may be aided with a tool such as a grappling hook. This often appears in platform games alongside abilities like wall jumping and double jumping.
Wall jump
A jump performed off of a vertical surface to propel the player higher in the opposite direction. Wall jumps can be done between two tight walls in quick succession to climb vertically in some games, though some games such as Mega Man X and Transformice allow the player to repeatedly jump on a single wall. As a special jump, it is sometimes an acquired skill instead of available from the game's start.[99]:102
A cheat that makes walls translucent.[17]:119 Some wallhacks let players shoot weapons or physically pass through walls.[17]:120
Wall run
The ability for a video game character to appear to run along a vertical wall for a short distance without falling off. Common in games featuring parkour-type movement.
A game mechanic popularized by the Grand Theft Auto series and used in many Grand Theft Auto clone games. A player's actions in an open-world game may cause non-player characters, often representing law enforcement, to chase the player, with the response becoming more significant at higher wanted levels. The wanted level persists unless the player can elude these opponents, or if the character dies, eliminating the wanted level.
A common control-mechanism using a typical QWERTY keyboard, with the W, A, S, and D keys bound to movement controls. This allows arrow key-like control with the left hand.
Wave
In game genres or modes where player(s) are to defend a or stay alive as long as possible, enemies are commonly grouped into "waves" (sometimes referred to as levels). When one wave of enemies is defeated, player(s) are typically given a short period to prepare for the next wave.
Weekly
An in-game objective in live service games that offers optional rewards and can be completed every week.
Whale
In free-to-play games, a user who spends a considerable amount of real-world money for in-game items, rather than acquiring said items through grinding or playing the game normally. These players are typically seen as the largest segment for revenue production for free-to-play titles. Exceptionally high spenders may be called white whales[201][202] or leviathans. Borrowed from gambling jargon; a 'whale', in that context, is a person who makes extravagant wagers or places reckless bets.
2.An event intentionally resetting all game progress or deleting the save file - i.e., after major updates in early access games.
World
A series of levels that share a similar environment or theme. A boss fight will typically happen once all or most of these levels are completed rather than after each individual level.
World compression
The representation of a world on a much smaller scale than is realistic. For example, in many role-playing games, it is possible for the player character to walk across a continent in sometimes under a minute, and the player character may appear to be several kilometers tall given the relative scale. This is not the same as the player being much larger than the icon for a town or other settlement, but rather that a distance which is given as hundreds of kilometers appears to be much smaller. In some cases, such as in Final Fantasy VIII, trains will run between towns despite the visibly short distance. For voxel games such as Minecraft, the in-game narrative may refer to a distance as being tens of kilometers away, while the actual distance may be accurately measured by counting only a few hundred blocks understood to each be one meter across.
A principle for structuring a game world or portraying its map that allows a player to move in a straight line and get back to the point where they started moving, reaching it from the opposite direction, similar to walking along the circumference of a sphere in a straight line. This was often used in older games to make it seem that the player is moving up or down an extremely high hill; memory can be saved by using wrapping instead of creating a larger area filled with impassable walls. Wrapping is also used to make a 2D game world round; for example, in Pac-Man, exiting the game screen to the right wraps the player to the same position on the left side of the screen. Similarly, in Final Fantasy VII, exiting the game map to the right wraps the player to the same position on the left side of the map, and exiting the map to the top wraps the player to the bottom of the map.
X
Ximmer
A term used to refer to console players who use an Xbox Input Machine (XIM) to use mouse-and-keyboard controls or other control units for games that do not officially support them. "Ximmer" is generally considered derogatory as this method is typically associated with cheating in multiplayer games, with such players having finer control over a game compared to a typical controller; however, this method also has valid uses to aid video game accessibility.[203][204]
Tactic in strategy games in which the player uses overwhelming numbers of inexpensive, disposable units rather than skill or strategy.[19] The term comes from the Zerg, a race in StarCraft that uses numerical advantage to overwhelm opponents.
Zero-day patch
A software security patch that fixes a Zero-day vulnerability. See: Zero-day and 0-day warez.
1.A section of a MUD or MMO's shared environment within which communications may be limited or game mechanics altered to encourage certain types of gameplay.
A fighting game strategy that involves continuously using long range attacks and projectiles. Characters who specialize in this type of play are called zoners.
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