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Game design elements
Subjects relating to
game design
,
video game design
,
game studies
,
gameplay
and
game mechanics
Concepts
Balance
Game theory
Interactivity
Lusory attitude
Magic circle
Meaningful play
Rules
Action point
Build order
Continue
Difficulty level
Experience point
Game over
Health
Kingmaker scenario
Magic point
Permadeath
Point of no return
Probability of kill
Score
Six degrees of freedom
Technology tree
Unwinnable
Modes
Attract mode
Bonus stage
CPU vs. CPU
Capture the flag
Cooperative gameplay
Deathmatch
Game replay
Hotseat
King of the hill
Last man standing
Multiplayer
New Game Plus
Nonlinear gameplay
Player versus environment
Player versus player
Real-time vs. turn-based gameplay
Single-player
Sudden death
Time attack
Time trial
Turn-based game
Systems
Character creation
Dialogue tree
Dynamic game difficulty balancing
Gold sink
Instance dungeon
Leveled gameplay
Monster infighting
Minigame
Puzzle
Quicksaving
Quick time event
Random dungeon
Random encounter
Role-playing battle systems
Saved game
Spawning
Spawn point
Virtual economy
Activities
Combo
Double jump
Finishing move
Frag
Grinding
Looting
Macromanagement
Micromanagement
Quest
Raid
Special attack
Syntax guessing
Time sink
Twitch gameplay
Wall jump
Behavior
Actions per minute
Button mashing
Bunny hopping
Camping
Cheating
Circle strafing
Crowd control
Griefer
Kill stealing
Kiting
Maphack
Min-maxing
Ogging
Online creation
Powergaming
Rocket jumping
Respecing
Rush
Sequence breaking
Spam
Speedrun
Power spike
Spray and pray
Strafe-jumping
Straferunning
Tank
Tap
Team killing
Tool-assisted speedrun
Trickjump
Turtling
Twinking
Wallhacking
Items
1-up
Hitscan
Nuke
Power-up
Effects
Buff
Cooldown
Critical hit
Damage over time
Damage per second
Splash damage
Status effect
Feedback
Automap
Cutscene
Fog of war
Ghost
Gib
HUD
Mini-map
Overworld
Characters
Artificial Intelligence
Avatar
Boss
Bot
Mob
Non-player character
Paper doll
Player character
Super move
Win quote
Environment
Invisible wall
Level
Line of sight
Open world
Persistent world
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