4K/60FPS – An objective measurement of a game’s mechanical, artistic, gameplay and narrative superiority over another. The Ks refer to the number of pixels displayed onscreen per frame (resolution), and the FPS (frames per second) is the number of consecutive images appearing on screen per second. The more the better, but The Hobbit had a higher framerate option… and it didn’t make it a bearable movie, did it?
Emergent Gamplay/Story – Occurs whenever a developer is too lazy to write their own stories or design a level sequence. Could be described as the player’s own experience with the mechanics a game provides. If you choose to run away from enemies, but you spot a group of wolves halfway through and decide to pit them against each other, relying on the AI of both your pursuers and the wolves, then congratulations – you just did the developer’s job for them.
Esports – One of the reasons kids use to legitimise gaming to their parents. Usually developer-driven international and local game leagues or tournaments. Each game is its own sport. But there’s no decathlon yet. The biggest competitive games in the world include League of Legends, everything with punching in it, Gwent, Starcraft, Counter-Strike… and many others you’ll never be good enough at.
Feedback loop – Basically video-game karma. Systems where the output is fed back into the system as an input; in human language, that means a game system where a player’s success or failure impacts the likelihood of future successes and failures. It all boils down to whether a game makes it easy for you to keep succeeding if you’re already good, or punishes you for being bad (positive feedback loop), or tries to balance out the skill/reward equation (negative feedback loop).
Gamefeel– What your game feels like to play, but it sounds more academic when you change the order. The term was popularized by Steven Swink in his book Game Feel: A Game Designer’s Guide to Virtual Sensation. The tactile sensation experienced while interacting with spatial video games – i.e. if you take away the game’s story, art design, worldbuilding, dialogue etc., does it still feel good to interact with it? This can be subjective, but anyone who’s experienced a weightless dash or Bloodborne’s weapon transformations knows what I’m talking about.
Gatcha– A mechanicism used mostly in F2P games to put you in debt. Utilises lootboxes to give you a random draw of a number of characters/items/weapons out of a pool with a 0.2% chance of getting something decent. You either have to give up on your social life to try again, or succumb to microtransactions.
Ludonarrative Dissonance– Every game critic’s favourite phrase from 2007; coined by Clint Hocking to show how Bioshock’s story is at odds with its gameplay. Whenever your character cries that their favourite plant died in a cutscene and then, when you take control of them, you murder a small country’s worth of human beings, you’re absolutely allowed to scream: ‘Ludonarrative Dissonance!’ If there’s ever a loyalty program with rewards for spotting this phenomenon, certain players will become the most influential group in the world.
Procedural rhetoric– Every game critic’s second-favourite phrase from 2007. It’s when a game wants to tell you something but doesn’t want to use words or images, but mechanics. A term created by Ian Bogost to describe ‘the art of persuasion through rule-based representations and interactions, rather than the spoken word, writing, images, or moving pictures’.
UI (User Interface)– The place where you and the game communicate. The game can tell you how much health you have left, how long you’ve been trying to finish a level, what upgrades you have, or how many bullets are left. There are two main types of UI: a diegetic UI makes sense in a game world by combining information conveyed to the player with the world or assumptions of a game. Non-diegetic UI is just a bunch of bars, tables and menus you interact with to find the name of the boss you’ve been struggling with for the past 30 minutes.
Written by Przemek Zieliński, Nov 2020