Modern Gamer Glossary – Game Informer

Whether you’ve been playing for a long time or are just getting into the hobby, we come up with a lot of jargon in game discussions, and it can be easy to get confused. It is not possible to create an exhaustive list of every term that falls within and beyond common usage in the gaming context, but there are a few words that we have repeatedly found misunderstood or questioned.

Here are some commonly used and misunderstood terms, and a brief definition of what they mean and how they are most commonly discussed. In addition, we have paired some words that are often used in conjunction with each other or are often misused in context.


The description we dedicate to discussing the game’s ability to assist players of all types, especially those with reduced sensory, physical or cognitive functioning or any other disability may affect the experience.


A competitive game in which players are unequal to each other or where teams compete each controlling different characters or elements that are unique to their opponents. A popular variation is a multiplayer, in which one player competes against others, but often with a significant advantage.

Royal War

An online multiplayer genre in which players compete to be the last person or team standing, often with elements of scavenging, survival, and area exploration. The narrow match area often limits the time of the match.

Critical path

Also known as the golden road, this refers to the most direct point from start to finish in the game to complete the story or core experience, but without going through extra content, replays, or elements. other options.


Gaming experiences arise through player experimentation, creativity, or discovery, but are not clearly outlined or constrained by the game’s structure or story.


Despite the ease of classification, games can be designated as indie games because they are truly indie games, or can alternately have a “feeling” of independence, even under the release model. more traditional publishing. In either case, a combination of creative or narrative systems, experimental nature, artistic goals, unique aesthetics, or small team size will result in a game of this tag.


The angled graphical view shows characters from above and to the sides and shows more of the surroundings than the top-down perspective can allow.


Most available tactics (meta) refer to the combination of character building, weaponry, or other factors that lead to the best chance of success in a game. Usually discussed about a game in a particular time, or current meta. In addition, in narrative and topical terms, the technique is self-referential about the game or genre being played.


An informal designation often used around games that focus on exploration with gear or ability progression, non-linearly interconnected maps and gradual improvement of abilities, weapons or skills. The term is sometimes seen as an oversimplification but has always been part of the legacy established by Metroid and Castlevania: Symphony of the Night.


Massively Multiplayer Online (MMO) game that features many players in a shared play space, interacting in a large and open shared world. While some games are pure MMOs, the term also discusses games that borrow specific mechanics or ideas from the genre.


Massively multiplayer online battle arena game where two teams compete on a set environment or battlefield, often delimited by separate movement lanes. The player typically controls a single character whose weapon or ability expands throughout a match, often with strategic implications.

Create procedure

A method of generating levels, characters, or other features that combine elements of algorithmic randomness to produce a unique outcome, usually to provide a novel experience for the player each time they enter the game. a game.

Seasonal tickets

A style of monetization in which players pay a fee for access to specific in-game content when it is released. Sometimes manifests as a tiered progress layer unavailable to non-paying users, often with limited time. The combat pass can be part of a seasonal pass or, in some cases, synonymous.

Like a soul

A recent term referring to the rapid expansion of games partially modeled on the Dark Souls or Demon’s Souls games. They are typically characterized by distinct difficulty, lost currency or progress on death, and a methodical time-based approach to combat.

Three one

An industry term that has come into common usage, referring to high-budget games from the most popular publishers or developers.

Direct service

An increasingly common designation for a game backed by numerous updates, patches, and ongoing changes – possibly over many years – that often represents a fundamental or even fundamental refactoring. of the main mechanisms or experiences available. Sometimes called the live game.

User interface

User interface (UI) refers to the elements, menus, and graphical elements that help players navigate the game, including but not limited to health, maps, currency, or abilities. The user interface may include a Warning Display (HUD) of information available during play, such as ammo counters.

This article originally appeared in No. 345 by Game Informer.

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