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The Video Game Style Guide and Reference Manual

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<strong>The</strong> International <strong>Game</strong> Journalists Association<strong>and</strong><strong>Game</strong>s Press PresentTHE VIDEOGAME STYLE GUIDEAND REFERENCE MANUALDAVID THOMASKYLE ORLANDSCOTT STEINBERGEDITED BY SCOTT JONES AND SHANA HERTZ


THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUALAll Rights Reserved © 2007 by Power Play PublishingNo part of this book may be reproduced or transmitted in any form or by any means –graphic, electronic or mechanical – including photocopying, recording, taping or by anyinformation storage retrieval system, without the written permission of the publisher.Disclaimer<strong>The</strong> authors of this book have made every reasonable effort to ensure the accuracy <strong>and</strong>completeness of the information contained in the guide. Due to the nature of this work,editorial decisions about proper usage may not reflect specific business or legal uses.Neither the authors nor the publisher shall be liable or responsible to any person orentity with respects to any loss or damages arising from use of this manuscript.


FOR WORK-RELATED DISCUSSION, OR TO CONTRIBUTETO FUTURE STYLE GUIDE UPDATES:WWW.IGJA.ORGTO INSTANTLY REACH 22,000+ GAME JOURNALISTS,OR CUSTOM ONLINE PRESSROOMS:WWW.GAMESPRESS.COMTO ORDER YOUR DESK COPY OF THE VIDEOGAME STYLE GUIDEAND REFERENCE MANUAL, PLEASE VISIT:WWW.GAMESTYLEGUIDE.COM


ACKNOWLEDGEMENTSOur thanks go out to the following people, without whomthis book would not be possible:Matteo Bittanti, Brian Crecente, Mia Consalvo, John Davison, Libe Goad, Marc Saltzman,<strong>and</strong> Dean Takahashi for editorial review <strong>and</strong> input.Dan Hsu for the foreword.James Brightman for his support.Meghan Gallery for the front cover design.Alison Kurtz <strong>and</strong> Bender/Helper for help with public relations.Jason Wilson <strong>and</strong> the entire Ziff Davis editorial team, for their copyeditingassistance <strong>and</strong> contributions.<strong>Game</strong>Method.com for reference materials.Those who contributed to the original guide when it was just a wiki project:Dan AmrichThomas ApperleyJared GoodwinRick HealeyJ. HendersonCarl McCutchenAmadeo PlazaDavid ProvostRob WeirDEDICATIONDavidFor Sam <strong>and</strong> Linc. Thanks to Becky.KyleFor Michelle, the epitome of my love.ScottTo Karyn, for her patience <strong>and</strong> support.


TABLE OF CONTENTSFOREWORD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4A QUESTION OF STYLE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5EDITORIAL PRINCIPLES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8HOW TO USE THE GUIDE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8THE GUIDE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68SYSTEM NAMES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69OPERATING SYSTEMS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72GENRES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73REVIEW GUIDELINES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77TOP-SELLING SYSTEMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78A BRIEF HISTORY OF VIDEOGAMES . . . . . . . . . . . . . . . . . . . . . 79NOTABLE CHARACTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83NOTABLE COMPANIES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85NOTABLE NAMES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87NOTABLE GAMES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89OTHER RESOURCES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91WEBSITES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92ARTICLES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94BOOKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95AFTERWORD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96GAME CRITICISM REDEFINED . . . . . . . . . . . . . . . . . . . . . . . . . . 97ABOUT THE IGJA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100ABOUT THE AUTHORS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100


2FOREWORD


3“Early in the millennium, the gamers were the real winners: <strong>The</strong> Playstation 2,<strong>Game</strong>cube, <strong>and</strong> XBox provided countless hours of gaming goodness.”Ugh...that was pretty ugly, wasn’t it? Besides its generic garbage of a message <strong>and</strong>two horrendous clichés, that opening sentence has style problems that a blind copyeditorwouldn’t tolerate. For the record, it’s “PlayStation” (with an internally capitalized“S”), “<strong>Game</strong>Cube” (again, with an internally capitalized letter), <strong>and</strong> “Xbox” (breakingthe pattern with a lowercased “b”).Why does it matter? After all, we’re talking about videogames – kids’ stuff, right?Little Billy Pokégamer doesn’t care whether it’s <strong>Game</strong>Cube, <strong>Game</strong>cube, or <strong>Game</strong> Cube.He knows what it is, <strong>and</strong> isn’t that enough?Except that it’s not just Little Billy Pokégamer who’s reading about videogames. <strong>The</strong>average age of my magazine’s readers is over 21 years old. Heck, the average age ofgamers in the U.S. is over 29 years old. And for videogame writing to be taken seriouslyby adults, it has to be written for adults. That doesn’t just mean correct grammar <strong>and</strong>spelling (though those are musts, obviously). It also means a level of consistency thatshows writers aren’t just pulling industry terms out of their asses (or worse,Wikipedia).That’s why I was thrilled when I heard about a style guide designed to help gamejournalists everywhere. It’s not as though I’ve been clamoring for one myself—my publishingcompany has its own style guide, which is enforced by a team of copyeditors.But not every magazine, major website, fansite or blogger has access to such resources.<strong>The</strong> thing is, for any one publication (including mine) to be treated with respect, allgame writing must be held to the same high st<strong>and</strong>ards. In other words, who reallygives a rat’s behind if a few publications or websites are well-written if the generalpublic thinks game journalism as a whole is meant for the 10-<strong>and</strong>-under crowd?<strong>The</strong> kicker being this: Overall, game writing has a great deal of room to mature, <strong>and</strong>it starts with this style guide.Now if only we can somehow get everyone to retire the phrase “gaming goodness”once <strong>and</strong> for all...Dan “Shoe” HsuEditor-in-ChiefEGM: Electronic Gaming Monthly


4INTRODUCTION


5A Question of <strong>Style</strong>When it comes to presenting a consistent vocabulary <strong>and</strong> style, videogame journalismis sloppy at best. At worst, it’s a complete mess.How much of a mess is it?Consider the term Xbox. When reproducing this seemingly simple product name inprint, a writer is faced with many different stylistic decisions, including:• Whether or not to capitalize the first “X”• Whether or not to capitalize the “B”• Whether or not to capitalize the entire term• Whether or not to place a hyphen between the “X” <strong>and</strong> the “B”• Whether or not to insert a space between the the “X” <strong>and</strong> the “B”Considering these qu<strong>and</strong>aries alone, a writer is looking at about 15 different waysof writing the name of Microsoft’s first console. This doesn’t count totally wacky capitalizations,unnecessary “scare quotes” around the name <strong>and</strong> the question of whetheror not to precede it with the word “Microsoft.” (And, if so, whether to do this only onthe first reference or each <strong>and</strong> every time…) Unfortunately, I can assure you all ofthese different forms have been used by innocent journalists who were eitherunaware or uninformed.I’ve been writing about videogames in one form or another for nearly 10 years now,<strong>and</strong> reading about them for almost twice as long. However, it took some college journalismcourses <strong>and</strong> exposure to <strong>The</strong> Associated Press (AP) <strong>Style</strong>book to makevideogame journalism’s inconsistencies come to light for me. <strong>The</strong> AP <strong>Style</strong>book, forthose not in the know, is designed to arbitrate the nitpicky arguments about the properutilization of the written word (such as Presidents Day vs. President’s Day vs.Presidents’ Day). It was <strong>The</strong> AP <strong>Style</strong>book that made me start to take a more criticallook at the words that fill up videogame magazines <strong>and</strong> websites.Things that once seemed like minor quibbles (for example, the fact that “console”<strong>and</strong> “system” were always used interchangeably) started to get under my skin. Ibegan to wince while reading my favorite magazines. I remember finding a review inwhich “Xbox” was spelled three different ways in the very same paragraph.<strong>The</strong>se sorts of inconsistencies are all too commonplace in videogame journalism.From the most respected magazines to the most obscure websites, from enthusiastperiodicals to consumer publications, these editorial gaffes abound.So where does a good videogame journalist turn?<strong>The</strong> AP <strong>Style</strong>book features separate sections for business, sports <strong>and</strong> Internet journalism,but is of little use for videogame-specific issues of style. Wired <strong>Style</strong> includesa few videogame terms, but it can’t tell you when to use “power-up” <strong>and</strong> when to use“item” instead.<strong>The</strong> bottom line: If we as journalists specializing in computer <strong>and</strong> videogames everwant to see these questions answered, we’re going to have to answer them ourselves.I imagine some of you are thinking, “Lighten up! It’s just videogames. Punctuation<strong>and</strong> grammar are for squares. Who cares how to capitalize Xbox – the reader willknow what you mean! Take two Xanax <strong>and</strong> call me in the morning!”So why bother with all of this? I’ll tell you why:A consistent style helps engender trust from readers, <strong>and</strong>, on a largerscale, lend legitimacy to our industry. Imagine this: An average, well-educatedvideogame player, one who has never read a game magazine, wants to browse a few


6reviews of recent releases. He/she reads one publication that says the game has great“cut scenes,” then spies another outlet that claims the disc’s “FMVs” are excellent. Athird publication praises the title’s “cinematics.”Sure, the reader can probably use contextual clues to infer that all three articlesare essentially saying the exact same thing. However, this inconsistency makes thesestories harder to parse for a non-specialist reader. What’s more, the reader might alsostop to wonder why it is that three different publications, each supposedly penned byindustry experts, can’t agree on a name for the short animated movies interspersedthroughout most of today’s games.Over the years, avid gamers have developed a sort of organic shorth<strong>and</strong> that isperfectly clear to them but perfectly incomprehensible to a mainstream audience.This jargon is st<strong>and</strong>ing in the way of mainstream underst<strong>and</strong>ing <strong>and</strong> acceptance ofvideogames, <strong>and</strong> we’ve noted it as such in this guide.However you slice it, having an inconsistent style is embarrassing <strong>and</strong> detrimentalto the cause of our beloved industry. Addressing these issues will inevitably buildtrust <strong>and</strong> respect for both our art <strong>and</strong> the emerging field of gaming as a whole.It’s educational. What was the world’s first videogame? If you guessed PONG,you guessed wrong. Even those familiar with gaming history tend to accidentallyoverlook more correct answers such as Computer Space or Willy Higinbotham’s venerableTennis for Two.But if those same people were to go on record in a major news publication statingthat PONG was the industry’s true progenitor, the publication would no doubt receivesacks of angry mail from well-read enthusiasts. (Not to mention disapproving glancesfrom the copy desk <strong>and</strong> angry phone calls from upper management.) This style guideis also a reference manual of industry facts <strong>and</strong> trivia for the benefit of the busywriter or editor.It’s important to preserving videogame history. In 50 years, if someone looksback at an article that references “SMB,” they may well wonder if the author is referringto Super Mario Bros., Super Monkey Ball, the fictitious Sega Marketing Board,or countless other terms with the same acronym. Unless properly annotated, anotherinformation seeker might potentially confuse 1989 best-seller Prince of Persia with its2003 remake, Prince of Persia: <strong>The</strong> S<strong>and</strong>s of Time, merely because an author forgot toreference the subtitle. A st<strong>and</strong>ardized method for referring to definitive games <strong>and</strong>terms is essential to keeping a clear <strong>and</strong> comprehensive historical record of this growingmedium.It’s a reflection of the industry’s current state. Has our industry evolved fromits component parts of “video” <strong>and</strong> “game” to become “videogame,” a one-word culturalidiom unto itself? What about “interactive entertainment?” Is the term “man” – as in“eat the mushroom to gain an extra man” – sexist? How are “life” <strong>and</strong> “death” definedin a videogame? Is “karaoke simulation” its own genre? As the industry evolves, these<strong>and</strong> other questions about self-perception deserve consideration <strong>and</strong> meaningfulattempts at answers.Finally, with the proliferation of the Internet, it’s more important thanever to hold all videogame writers – yes, even FAQ writers – to a higherst<strong>and</strong>ard. With website message boards that drip with egregious violations of theEnglish language <strong>and</strong> videogame FAQs that practically require a translator, flauntingone’s ignorance is dangerously close to becoming fashionable on the Internet. Writingwell, even in informal forums like Internet message boards, should be celebrated <strong>and</strong>valued.Bearing all of this in mind, we have one more principle to add: This guide is byno means written in stone. As the title implies, this volume is simply a suggested


7guide to navigating previously uncharted waters. No rule featured here is withoutexception, <strong>and</strong> we don’t expect readers to agree with all our decisions. <strong>The</strong> guide willcontinue to be updated, both online <strong>and</strong> in print, with regular updates <strong>and</strong> revisionsthat reflect the latest trends in this ever-changing industry. We welcome your comments<strong>and</strong> suggestions at w w w.igja.org <strong>and</strong> authors@gamestyleguide.com.In the gr<strong>and</strong> scheme of things, the correct spelling of Xevious won’t permanentlychange anyone’s life. However, good, sound writing with simple, sturdy sentences, no“l33t speak” <strong>and</strong> proper punctuation is the quickest <strong>and</strong> easiest way to communicateideas, find the widest possible audience <strong>and</strong> become successful in this business.— Kyle Orl<strong>and</strong>


8Editorial Principles“<strong>Video</strong>game” or “video game” – one word or two? It all depends on whom you ask,which continent you live on, <strong>and</strong> which media outlet you work for. And it’s not the kindof debate that anyone will resolve soon.But someone had to make a choice <strong>and</strong> draw a proverbial line in the s<strong>and</strong>. So that’swhat we did, because that’s what journalists <strong>and</strong> editors have to do every day – maketough decisions. We hope this guide will save you the trouble of agonizing over minutiae<strong>and</strong> let you spend more time actually writing.Whether or not you agree with our choices, you should know that we were guided byone general principle: Journalism is about clear, concise communication. More specifically,we tried to consider the following criteria in making our decisions, listed below inorder of importance:1) Ease of comprehension for a general audience.2) Common usage <strong>and</strong> accuracy.3) Convenience, with respect to writer use/remembrance.4) Official styling, as preferred by game developers <strong>and</strong> publishers.Note that this guide was designed with mainstream readers in mind. Publicationsthat specialize in videogames <strong>and</strong>/or technical matters will likely want to append itwith individual in-house rules that suit their more specialized audiences. Terms thatmight be familiar to an avid gaming audience but not to a mainstream, non-enthusiastreadership are labeled as jargon.How To Use <strong>The</strong> <strong>Guide</strong>BackgroundThis style guide is a suggested approach to videogame journalism. It is, <strong>and</strong> alwayswill be, a work in progress. Future generations of media experts, journalists, teachers <strong>and</strong>editors will amend the guide as they see fit. We recognize that many publications willhave their own in-house st<strong>and</strong>ards. As such, <strong>The</strong> <strong>Video</strong>game <strong>Style</strong> <strong>Guide</strong> <strong>and</strong> <strong>Reference</strong><strong>Manual</strong> may function best as an appendix to your publication’s own editorial guidelines.<strong>The</strong> definitions <strong>and</strong> direction provided herein are meant to help the working journalist<strong>and</strong> editor accurately <strong>and</strong> consistently report on the videogame industry. All definitions<strong>and</strong> rules are meant to clarify usage <strong>and</strong> increase reader underst<strong>and</strong>ing. We thereforeencourage you to think of the book as an all-purpose map that was written to guide youthrough the forever-growing tangle of game-related terms <strong>and</strong> jargon.Terms<strong>The</strong> preferred usage of a term, including correct capitalization, spelling <strong>and</strong> punctuation,is found in the bold title for each entry. Interchangeable terms, related terms orabbreviations that might potentially be used in certain situations are also noted in theentry text in bold.


9Jargon <strong>and</strong> Technical TermsTerms marked as “Jargon” will be familiar to an avid gaming audience but unfamiliarto a general mainstream readership. Terms marked as “Technical” won’t be familiar tothose without extensive experience in computers <strong>and</strong> games. Use of jargon <strong>and</strong> technicalterms in mainstream contexts is discouraged. If use of such a term is absolutely required,writers should explain the term after the first use with a supporting parenthetical or definition.DefinitionsMost terms have a short definition included in their entries. All definitions are intendedto clarify the meaning of the term for writers <strong>and</strong> editors unfamiliar with gaming orgame-specific rhetoric. <strong>The</strong>se definitions are by no means comprehensive, but are providedto focus on <strong>and</strong> illuminate core meanings of terms. <strong>The</strong>y are intended to help writersemploy the correct word in the correct context routinely <strong>and</strong> consistently.Writers <strong>and</strong> editors should always keep in mind that certain terms can have very differentconnotations depending on the context in which the term is employed. For example,the term “background” would likely have a very different meaning for a game developerthan it would have for a traditional gamer.ExamplesMany entries have examples of correct usage listed after any usage rules <strong>and</strong> definitions.Some entries also have further examples listed in italics within the text of theentry.On Incorrect UsageWhere common mistakes are anticipated, examples of incorrect usage have also beenprovided under the heading “Wrong.” Always refer to the term’s title <strong>and</strong> text for the correctspelling, capitalization, punctuation <strong>and</strong> usage.On “Also See”Terms listed under the “Also See” heading provide additional context or guidance for aparticular usage question. <strong>The</strong>se secondary references aren’t crucial to comprehendingthe primary term’s proper usage, but may offer additional insight.Errors, Omissions <strong>and</strong> SuggestionsJust as the videogame business continues to grow exponentially each <strong>and</strong> every year,so too does the body of terms used to describe, critique <strong>and</strong> catalog the medium.We have made every attempt to include in this volume what we consider the mostimportant terms <strong>and</strong> concepts, especially those we feel are most likely to cause readerconfusion or unnecessary ambiguity due to frequent inconsistency or incorrect usage.That said, it would be foolish to think every issue has been addressed: Please send usyour comments <strong>and</strong> suggestions at w w w.igja.org <strong>and</strong> authors@gamestyleguide.com.


10THE GUIDE


110-91-up An item that gives a characteran extra life. Origin: Super Mario Bros.’1-up mushroom.In general, only use 1-up if the gamespecifically refers to an item by thatname. Use the specific item name orextra life in all other cases.Do not use 1-up as a generic term fora power-up.Try to avoid sentence constructionsthat start with “1-up.” If you have to,use “One-up” to begin a sentence.1UP is also the name of a Ziff DavisMedia game portal site: <strong>The</strong> userreviews on 1UP range from the sublimeto the silly.In some multiplayer games, the firstcharacter is referred to 1UP above thecharacter’s status bar (also 2UP, 3UP,etc.) Use player one, player two, etc.instead unless explicitly referring to thestatus bar.Example: <strong>The</strong>re is a 1-up mushroomabout halfway through the first level ofSuper Mario Bros.Wrong: 1 up, 1up, 1 Up, one up.Also see: life, man, player, power-up.2-player See multiplayer.2600 See System Names (appendix).2D See dimensions.32X See System Names (appendix).3D See dimensions.3D accelerator See video card.3DO See System Names (appendix).480i, 480p See resolution.7+ See ratings.720p See resolution.1080i, 1080p See resolution.12+, 13+ See ratings.1337 See leetspeak.16+, 18+ See ratings.


12AAAA A high-quality game that isexpected to be among the year’s bestsellers.Typically, AAA games havelarger budgets than so-called “budgetsoftware.”Pronounced “triple A.”Example: <strong>Game</strong> developerInsomniac has risen to fame on theshoulders of a long string of successfulAAA titles.Wrong: aaa, triple-a, triple a,triple A.ability A numerical or graphicalmeasure of a character’s prowess.Typically divided into categories such asstrength, accuracy, stamina, charisma,etc.Example: Players should check theircharacter’s abilities to see if he’s able touse two-h<strong>and</strong>ed swords.Also see: avatar, character, skill.accessory See peripheral.Achievement Specific term for specialgoals that can be completed onXbox Live-enabled games. AchievementPoints are awarded for completingAchievements, which count towards aplayer’s <strong>Game</strong>rscore.Capitalize names of specificAchievements <strong>and</strong> put them in quotes.Only capitalize the word Achievementwhen specifically referring to Xbox LiveAchievements; use lowercase whenreferring to more general achievementsin videogames. You’ll need to defeat theMother Brain, as well as complete variousother achievements, in order to finishmost Metroid games.Example: <strong>The</strong> “Tour <strong>Guide</strong>”Achievement in Dead Rising only adds20 Achievement Points to your<strong>Game</strong>rscore.Also see: bonus, unlockable.action, action-adventure SeeGenres (appendix).ad hoc A wireless network involvinga direct connection between two or moresystems or computers with no router orcentral base station involved.This is different from infrastructuremode, in which wireless devices connectvia a formal networking structure suchthe Internet.Example: We ran a series of TwistedMetal: Head-On multiplayer matches inthe office to test out the PlayStationPortable’s ad hoc capabilities.Wrong: adhoc, ad-hoc.add-on See expansion pack.adventure See Genres (appendix).AI See artificial intelligence.aliasing See anti-aliasing.


13alpha An early, incomplete version ofa game. Alpha code is typically missingimportant features or functions plannedfor the final game. An alpha version isoften considered an important benchmarkin software development as itindicates that the core of the program isworking <strong>and</strong> ready for testing.An alpha version can be referred tosimply as an alpha on all references. Donot refer to a version of a game as alphaunless the game’s developer or publisherhas done the same.Example: <strong>The</strong> Halo 2 alpha assuredoffice skeptics that Bungie would onceagain come through with a first-rategame. <strong>The</strong> alpha code did show somesigns of graphical slowdown, which is tobe expected at this stage of development.Wrong: alpha build, alpha game.Also see: beta.alternate fire In games that designatea key or button on the keyboard orcontroller as a primary fire trigger, asecond button or key may be designatedas the alternate fire key or button.Alternate fire triggers a secondary functionof a weapon or item, such aslaunching a grenade instead of shootingbullets.Alt. fire acceptable after firstreference.Example: Instead of buckshot,the alternate fire mode causes the shotgunto spit out a grenade. Press X toactivate alt. fire.analog An internal representationsystem in a computer that uses a set ofcontinuous values as opposed to discreteon/off values.<strong>The</strong> distinction between analog <strong>and</strong>digital is not always useful in non-technicalcontexts. A digital system withenough values can mimic a meaningfulrange of analog values. For example, ahigh-resolution digital photograph oraudio file may appear to have the samequality as an analog (film) photographor recording.In some cases, hardware manufacturersmay use the term analog to indicatethat a device features a wider range ofcontrol than usually expected from digitaldevices.Also see: analog stick, digital.analog stick Any joystick thattranslates user input as an analogvalue rather than a digital value.Analog sticks allow for slight gradationsin input force <strong>and</strong> direction, while digitaljoysticks can only register presetdirections as on or off.Analog joystick acceptable on all references.Do not use analog stick to refer tothe controller as a whole. Note that notall joysticks are analog.Example: <strong>The</strong> Nintendo 64 was thefirst system to have an analog stick onits controller. Players can tilt the analogstick forward slightly to make Mariotiptoe past the piranha plants.Also see: analog, controller, joystick.anti-aliasing Technical.Programming or hardware techniquesused to make computer graphics appearcleaner <strong>and</strong> smoother at the edges ofobjects. Anti-aliasing is used to reducealiasing, the jagged edges on the outlinesof in-game objects.Example: <strong>The</strong> PlayStation 3’simproved anti-aliasing capabilitiestranslate into an impressive level ofvisual detail.Wrong: anti aliasing, antialiasing.Also see: jaggies.AO See ratings.arcade, arcade cabinet, arcadegame, arcade system See system.arcade-like Jargon. A game thatemphasizes quick action <strong>and</strong> reflexiveresponse over deep strategy.Wrong: arcade like, arcadey, arcady,arcade-y.Also see: Genres (appendix), mode.


14arcade mode See mode.arcade system See system.arcadey See arcade-like.artificial intelligence A set of computeralgorithms designed to make computer-controlledcharacters exhibit thebehaviors of human-controlledcharacters.Can be used on its own as a noun, oras an adjective to describe an algorithmor routine in technical contexts. AIacceptable after first reference.Example: Players will appreciatethe game’s advanced artificial intelligenceonce they see opposing enemiesduck behind barrels to avoid gunfire.<strong>The</strong> developers said the AI took morethan a year to program.Also see: bot.avatar <strong>The</strong> character a player controlsin a game, or the personification ofthe player in a game’s world.Although any player-controlled characterin a game may be referred to asan avatar, the term is usually reservedfor characters whose attributes can becustomized by the player rather thancharacters designed by the game’sdeveloper.Example: Players in the virtualworld of Second Life have createdavatars that range from personal reproductionsof themselves to imaginativefantasy creatures.Wrong: At this point the playershould only have three avatars left inthe game.Also see: character, player, playercharacter.artist A general term for a developerinvolved in creating the graphical elementsof a game. Artists are subdividedinto animators, art directors, modelers,texture artists, <strong>and</strong> other similar categories.Use developer to generallydescribe individuals <strong>and</strong> teams involvedin the creation of a game.Example: <strong>The</strong> team of artists behindPsychonauts helped give the game itssignature, twisted visual aesthetic.Wrong: American McGee is the mainartist behind American McGee’s Alice.Also see: designer, developer.asset Jargon. Art, sound, <strong>and</strong> otherfiles used in the creation of avideogame.Example: During our interview, thedevelopment team said, “<strong>The</strong> game’s artassets really set it apart from previousprojects.”Atari 2600/VCS See System Names(appendix).attribute See ability.


15Bbackground <strong>The</strong> graphical backdropfor a game environment.Also see: environment, level, world.backward compatible When a gamesystem can run games or use accessoriescreated for an older system, the new systemis considered to be backward compatiblewith the old system. Note that backwardcompatibility can apply to a system’ssoftware, accessories, or both.A system may be considered backwardcompatible even if some older softwarewill not run on the newer system. Forexample, even though some Xbox titleswill not work on the Xbox 360, the 360 isstill generally backward compatible withXbox software.Current prominent instances of backwardcompatibilityTemplate: Company: System 1 (System2) – System 1 is backward compatiblewith System 2.Microsoft: Xbox 360 (Xbox)Note: <strong>The</strong> Xbox 360 does not acceptnon-USB Xbox accessories.Nintendo: Nintendo DS (<strong>Game</strong> BoyAdvance), <strong>Game</strong> Boy Advance (<strong>Game</strong> BoyColor, <strong>Game</strong> Boy), <strong>Game</strong> Boy Color (<strong>Game</strong>Boy), Wii (<strong>Game</strong>Cube).Note: <strong>The</strong> Nintendo DS cannot play<strong>Game</strong> Boy <strong>and</strong> <strong>Game</strong> Boy Color software.Note: <strong>The</strong> Wii can play certain downloadableNES, Super NES, Nintendo 64,Genesis <strong>and</strong> Turbo-Grafx 16 gamesthrough emulation. This is not consideredbackward compatibility because theWii can’t play those games on their originalmedia. See Virtual Console.Sony: PlayStation 2 (PlayStation);PlayStation 3 (PlayStation, PlayStation 2)Note: <strong>The</strong> PlayStation 3 does notaccept non-USB PlayStation orPlayStation 2 accessories.Example: Sony ensured the successof the PlayStation 2 by making it backwardcompatible with the originalPlayStation. <strong>The</strong> PlayStation 3 followedthis trend, but some users complainedthat their old controllers would not workwith the new system.Wrong: backwards compatible, backward-compatible.Also see: emulator, Virtual Console.baddie See enemy.beat-’em-up See Genres (appendix).beta A pre-release, nearly featurecompleteversion of a videogame that’smore advanced, from a developmentst<strong>and</strong>point, than an alpha version.In many cases, a developer releasesbeta code through a beta test to identifybugs before a game’s final release. Betatests can be public (open to everyone) orprivate (open to a select group of invitedtesters). Anyone taking part in a publicor private beta test is a beta tester.A beta version can be referred to sim-


16ply as a beta on all references. Do notrefer to a version of a game as betaunless the game’s developer or publisherhas done the same.Example: Three lucky reviewerswere given a chance to play the Halo 2beta two months before the game’sscheduled release.Wrong: beta build, beta game.Also see: alpha, bug, gold master.BFG Jargon. Short for big f***ing gun.Originally used in Doom, now generallyused to describe any large, powerful personalweapon in a game.BIOS Technical. Short for BasicInput/Output system. BIOS acceptableon all references.Also see: firmware.-bit Technical. <strong>The</strong> basic unit of measurementof information <strong>and</strong> communicationin digital computers.Often used to classify generations ofgaming systems by the throughput oftheir processors. Most commonly: 8-bit(Nintendo Entertainment System), 16-bit(Super NES, Genesis). Use numeralsrather than writing out the number inthis case.Note that having more bits does notnecessarily mean a system has betterperformance or games.Example: <strong>The</strong> Super NES is a 16-bitsystem.Also see: memory.bitmap Technical. An image filestructure that assigns a specific colorvalue to each pixel in a grid. Often usedfor sprite-based graphics.Wrong: bit map, bit-map.Also see: pixel, sprite, vector.Blu-ray disc <strong>The</strong> high-capacitydisc format used by Sony’s PlayStation3. Also used to refer to the discsthemselves.Blu-ray acceptable after first reference.Note that not all PlayStation 3games are on Blu-ray discs.Example: <strong>The</strong> PlayStation 3 supportsgames <strong>and</strong> movies written on highcapacityBlu-ray discs. <strong>The</strong> Blu-ray formatcan hold five times more data thannormal DVDs.Wrong: blu-ray, blu-Ray, Blu-Ray, bluraydisc, Blu-Ray Disc, blue-ray, bluray.Also see: HD DVD.bonus Jargon. A reward that boosts acharacter’s abilities or the player’s scorein some tangible way.Also see: 1-up, power-up, unlockable.bootup Technical. <strong>The</strong> initial startupsequence on a computer.Boot acceptable on all references.Resetting a computer is sometimescalled rebooting. Although a game systemis a computer, avoid use of boot as synonymfor starting up or restarting agame console. If the game freezes, simplyrestart the system; as opposed to: If thegame freezes, reboot the system.Also see: reset.boss A notable enemy, usually onepossessing much greater power thanother foes in the game. A boss is typicallyfound at the end of a game level.Capitalize specific boss names.A major enemy that comes before theend of a level is sometimes referred to asa mini-boss. <strong>The</strong> last boss in a game isthe final boss.Example: Metroid’s Mother Brainremains one the most unforgettable finalbosses in gaming history.Wrong: boss character, end boss,miniboss, sub-boss.Also see: enemy, level.bot Jargon. Short for robot – an allyor enemy controlled by the game’s artificialintelligence. Bots are most commonlyused as virtual training opponents infirst-person shooters.Bot acceptable on all references.Example: It’s easy for players toimprove their aim in Unreal Tournament


17by practicing in arenas filled with wellarmedbots.Wrong: droids, scripts.Also see: artificial intelligence, non-playercharacter.brawler See Genres (appendix).bug A programming flaw thatcauses a piece of software to functionincorrectly.Bugs, or glitches, are supposed to beidentified <strong>and</strong> fixed during beta testing,but some bugs inevitably wind up inmost commercially-released games.Example: Jaws: Unleashed was nearlyimpossible to play because of a seriesof frustrating bugs that caused the gameto crash in the middle of frantic bossfights.Wrong: problem, error, issue, syntaxerror.build Jargon. A functional pre-releaseor released version of a game. Builds areused to test gameplay <strong>and</strong> gameplaycomponents during development. Atlater stages of development, a developermay share builds to demonstrate thegame. <strong>The</strong> final build of a game is oftenreferred to as the gold master.Example: Last year’s Tokyo <strong>Game</strong>Show allowed us to get h<strong>and</strong>s-on timewith builds of games that won’t bereleased for at least another 12 months.Also see: alpha, beta, gold master.Bullet Time Jargon. A special effectthat lets the player move at normalspeed while other characters <strong>and</strong> objects(e.g. bullets) appear to move in slowmotion. Popularized by the Matrixmovies, the term is a trademark ownedby Warner Bros. Entertainment. As such,use a generic term such as “slow motion”instead whenever possible.Wrong: bullet-time, bullet time.button A digital or analog inputdevice on a controller or mouse that ispressed down to register input.Selectable input on a screen is alsocalled a button. Use your mouse to clickon the start button.Do not use to refer to directional padsor keys on a keyboard.Buttons are usually referred to by asingle letter or number clearly labeledon the controller. <strong>The</strong>se buttons may bereferred to by their name without additionalpunctuation. <strong>The</strong> modifier “button”is optional after the button name. PressR2 to fire your weapon. Press the X buttonto jump.Special cases: <strong>The</strong> following systemshave controllers whose buttons are notsingle letters or numbers.Atari 2600: <strong>The</strong> single button isreferred to as “the button.”Turbo-Grafx 16: I <strong>and</strong> II, not 1 <strong>and</strong> 2.PlayStation line: X, triangle, square,circle (or O). <strong>The</strong> shoulder buttons areL1, L2, R1 <strong>and</strong> R2. Pressing the analogsticks inward is a form of input commonlyreferred to as L3 <strong>and</strong> R3 – this usageis considered jargon.PlayStation 3: PS button.Xbox: black, white.Xbox 360: Rear buttons are LB <strong>and</strong>RB. Rear triggers are LT <strong>and</strong> RT.Central button with light up X is theguide button.Wii: +, -, home button.Mouse: left button, right button, scrollwheel. Optionally left mouse button <strong>and</strong>right mouse button. See click.Example: To make Mario jump, pressA. Pressing the B button while Mario isin the air makes him do a jump kick.Wrong: Press button X to fire yourweapon.Also see: click, d-pad.button combo See combo.button masher Jargon. A player thathits buttons seemingly at r<strong>and</strong>om, withoutregard for strategy or skill, or agame that rewards button-mashing.


18Ccamera <strong>The</strong> player’s point of view intothe game world.Cinematic camera vocabulary such asangle, zoom <strong>and</strong> tilt may be used to referto the in-game camera. Cameras caneither be fixed in place (a fixed camera),controlled by the player, controlled by thegame, or employ any combination of theabove in a single game.For first-person games, use point of viewrather than camera: Halo uses a first-personpoint of view to make you feel like partof the game.Technical usage: <strong>The</strong> camera can alsorefer to the specific software system usedto generate images on the screen.Example: Critics complained aboutthe static camera angles in the ResidentEvil series until Capcom addressed theissue in the now-classic Resident Evil 4.Also see: point of view.campaign A linked series of missionsconnected by a single objective or narrativeplotline.Many games link individual missionstogether with a larger story in a campaignmode. Do not refer to a mode as campaignmode unless the game explicitly calls itsuch.Example: Although the combat in Riseof Nations: Rise of Legends remains enjoyable,the core fun of this game comes fromcompleting the twisting <strong>and</strong> turning plotlinepresented by its engaging campaignmode.Also see: mission, mode.camper See leetspeak.cart See cartridge.cartridge A game stored on hardwarecontained inside a plastic casing.Do not confuse with cassettes <strong>and</strong> floppydisks which house magnetic tape.Unlike cassettes <strong>and</strong> disks, videogamecartridges generally have no movingparts.<strong>The</strong> abbreviated cart is consideredjargon.Example: <strong>The</strong> Xbox 360 version ofQuake 4 had load times that were longenough to make most critics nostalgic forthe days of quick-loading cartridges.Wrong: ROM cartridge.Also see: cartridge-based.cartridge-based Adjective used todescribe videogame systems that use cartridges.Only use cartridge-based whenreferring to systems (not to games).<strong>The</strong> Fairchild Channel F was the firstcartridge-based system. <strong>The</strong> Nintendo 64was the last major non-portable cartridgebasedsystem.Example: <strong>The</strong> release of the SonyPlayStation was the beginning of the endfor cartridge-based systems.Wrong: cartridge based, cart-based.Also see: cartridge.


19casual game An easy-to-learn gametargeted at <strong>and</strong>/or played by peoplewithout extensive videogame experience.<strong>The</strong> idea of casual games emergedas a marketing concept used to describetitles targeted at people who do not typicallyplay popular console or PC games.<strong>The</strong>re is no hard criteria regardingwhat makes a game casual or not, butin general, casual games tend to be simpleaction, puzzle, card or strategygames played on a PC or mobile device<strong>and</strong> are often downloadable for free orfor a small fee.A casual gamer is someone who playsthese games <strong>and</strong>/or someone who playsgames only occasionally.Example: Casual games such asBejeweled <strong>and</strong> Diner Dash are so easyto underst<strong>and</strong> that even non-gamerscan instantly see their appeal.CD See CD-ROM.CD-i See System Names (appendix).CD-ROM Abbreviation for CompactDisc-Read Only Memory, a format usedfor encoding computer programs <strong>and</strong>videogames onto CD.CD-ROM acceptable on all references.CD acceptable if context makesthe specific format clear.Example: Many early PlayStation 2games were available on CD-ROMinstead of the now-st<strong>and</strong>ard DVD format.<strong>The</strong> PlayStation plays gamesstored on CDs. <strong>The</strong> PlayStation can playmusic CDs as well as CD-ROM software.Also see: DVD-ROM, GD-ROM.cel shading Jargon. An in-game artstyle noted for heavy outlines <strong>and</strong>bright solid colors wherein featuredobjects <strong>and</strong> characters resemble thosefound in cartoons. <strong>Game</strong>s with thisgraphic style are cel-shaded.Example: Jet Grind Radio for theDreamcast was among the firstvideogames to use cel shading.Wrong: cel-shading, celshading, celshaded.Cell processor Technical. A multicore,parallel processor used in certainSony products, including thePlayStation 3.character Any computer- or playercontrolledentity in a game (excludinginanimate objects). Characters cantypically be divided into player-characters,non-player characters (NPCs) <strong>and</strong>enemies.In general, use the specific propername of an in-game character ratherthan simply referring to him/her as “mycharacter.”Example: Tommy Vercetti remainsone of the game industry’s most engagingplayable characters.Also see: avatar, enemy, non-playercharacter, player, player character.character class In role-playinggames, a descriptive categorization forthe specific grouping of skills <strong>and</strong> abilitiesavailable to certain characters.Typical character classes include fighters,wizards, <strong>and</strong> thieves.Also see: character generation.character generation In games thatallow the player to customize theiravatar, the series of steps that are takento fashion a character. Role-playinggames pioneered the concept of charactergeneration, but in recent years othergenres – including sports games – haveincorporated character generationoptions.Also see: character class,create-a-player.character model See model.cheat Any activity in a game thatgives the player an advantage outside ofthe st<strong>and</strong>ard gameplay experience.Also see: code.


20cheat code See code.cinematic See cut scene.circle strafe See strafe.click Verb or noun used to describedepressing a mouse button.Do not use to describe pushing a buttonon a controller or a keyboard. A clickcan be a left-click (push of the left button)or a right-click (push of the rightbutton). Left-click should only be usedwhen it is necessary to differentiate froma right-click. A double-click is the pressof a mouse button twice in rapidsuccession.Example: In Unreal Tournament,left-clicking fires your main weapon, <strong>and</strong>right-clicking fires your secondaryweapon.Wrong: Click the A button to jump.clipping Technical. Clipping occurswhen in-game objects that should be hidden(or clipped) protrude through othervisible objects. Some games include a “noclipping” setting which allows players tosee through walls <strong>and</strong> other clippedobjects.Example: Even a polished game likeFight Night Round 3 has its fair share ofclipping errors. Notice how the fighter’sfoot will sometimes disappear into thecanvas when he gets knocked down.cocktail cabinet See system.code A specific sequence of buttonpresses, letters or numbers in coded formthat can be entered in order to alter thest<strong>and</strong>ard gameplay experience.Codes that give a player an advantageoutside of the st<strong>and</strong>ard gameplayexperience are cheat codes. However, notall codes are cheat codes. For example,the BIGHEAD code in NBA Jam givesthe players large heads, but does notaffect their abilities, thus it is not considereda cheat code.Technical meaning: <strong>The</strong> written computerinstructions programmers use tocreate a computer program orvideogame. Use program code if necessaryto explicitly differentiate betweenthe two meanings.Example: A famous code for MikeTyson’s Punch-Out!! lets players skipover all the challengers <strong>and</strong> take onTyson himself.Also see: button, cheat, Easter egg,trainer, unlockable.coin-op See system.ColecoVision See System Names(appendix).collectible card game Jargon. Agame that involves constructed decks ofcollectible cards, or a videogame thatemulates such a game.CCG acceptable after first reference.Example: Magic: <strong>The</strong> Gatheringremains the most popular collectiblecard game on the market.combo Jargon. A specific sequentialcombination of button presses <strong>and</strong>/ormoves.Combo acceptable on all references.Do not exp<strong>and</strong> to button combo.Example: A jumping fierce punch followedby a low sweep is one of Ryu’sstrongest combo starters in StreetFighter II.compact disc See CD-ROM.compilation See Genres (appendix).computer game See system.console, console systemSee system.continue Noun: An item used by aplayer to resume a game after the “gameover” condition is reached. Verb: Toresume a paused or ended game.Example: You’re only provided threecontinues before it’s game over. If you


21choose not to continue, be sure to savebefore turning off the system.Also see: game over, life.control pad See d-pad.control scheme See controls.controller Any external device used tocontrol a videogame.In general, the keyboard/mouse on acomputer <strong>and</strong> the controls on arcade,portable <strong>and</strong> mobile games are notreferred to as controllers. See controls.A st<strong>and</strong>ard controller is any controllerthat is packaged with a system. St<strong>and</strong>ardcontrollers can simply be referred to asthe system’s controller on all references.<strong>The</strong> Nintendo 64 controller was the firstconsole controller to feature an analogstick. A peripheral controller is any controllernot included with the system.Refer to the official marketing name forperipheral controllers whenever possible,otherwise use a simple description: thedance pad; the drum controller.A controller with no analog joysticks orbuttons is a digital controller. All othercontrollers are analog controllers.Do not use joystick or pad as generalterms for the entire controller.Example: <strong>The</strong> Wavebird was the firstwireless controller released by Nintendofor the <strong>Game</strong>Cube.Wrong: Controller, joypad, joystick.Also see: analog, analog stick, button,d-pad, dance pad, digital, joystick.controls <strong>The</strong> overall system of inputthat allows players to manipulate avideogame world, including any physicalinput devices.Some games allow a player to editcomm<strong>and</strong>s with customizable controls. Inthese games, the default controls are theones set for initial use by the developer.Used interchangeably with controlscheme.Example: <strong>The</strong> default controls forMetal Slug Anthology for the Wii are adequate,but none of the game’s multitude ofcontrol schemes ever feels quite right.conversion See port.cooperative Adjective for a game,mode or quest that allows or requires twoor more players to work together towardsthe same goal.Co-op acceptable after first reference.Example: Cooperative play is integralto <strong>The</strong> Adventures of Cookie <strong>and</strong> Cream.It’s so integral, in fact, that the game isreally only worthwhile in co-op mode.Wrong: coop, co-operative.Also see: Genres (appendix).copy protection A software- or hardware-basedmethod of preventing a gamefrom being illegally copied, or pirated.Variations may include, but are not limitedto: codewheels, dongles, keydisks, serialnumbers, CD checks, dummy files, baddata sectors, file references <strong>and</strong> documentation/manual(a.k.a. “doc”) checks.Unless going into strict technicaldetail, it’s usually unnecessary to definethe specific form of copy protection used.Example: To start the game, you mustfirst bypass the copy protection.Wrong: anti-piracy measure, disccheck, serial.Also see: pirate, software piracy.cosplay Jargon. Short for costumeplay – the practice of dressing as a characterfrom a videogame or other pop cultureproperty. Originated in Japan.Cosplay acceptable on all references.People taking part in cosplay arecosplayers.Example: <strong>The</strong> convention was full ofcosplayers of all shapes <strong>and</strong> sizes.courier A software pirate whose soletask it is to illegally distribute softwarebetween bulletin boards, newsgroups,FTP sites <strong>and</strong> other electronic archives.Example: Couriers served as a readymeans of transferring the latest piratedgames between BBS systems in the late


22‘80s <strong>and</strong> early ‘90s.Wrong: distributor, spreader.Also see: pirate, software piracy, warez.CPU Technical. Acronym for centralprocessing unit, the main processor on acomputer or game system.CPU acceptable on all references. Donot use as shorth<strong>and</strong> to represent a computer-controlledopponent unless quotingan explicit game reference (i.e. Lumines’Vs. CPU mode). Do not use to representthe system as a whole.Example: <strong>The</strong> Wii’s CPU isn’t muchmore powerful than the <strong>Game</strong>Cube’sCPU.Wrong: Playing against the CPU inRockstar <strong>Game</strong>s presents Table Tennisisn’t as easy as it looks.Also see: system.cursor Any freely movable pointer ina game.In text-based games, the cursor indicatesthe position where the next typedletter will appear. For first person shooters,reticle is preferred.Example: In <strong>The</strong> Battle for Middle-Earth II: <strong>The</strong> Rise of the Witch King, thecursor is used to select units.Wrong: arrow, crosshair, pointer.Also see: reticle.cut scene A brief, non-interactiveinterlude in a game. Usually usedbetween levels to advance a game’s plot.Example: <strong>The</strong> original Half-Lifeproved to gamers <strong>and</strong> developers everywherethat, with a little ingenuity, avideogame’s story could indeed be toldwithout relying on the use of cut scenes.Wrong: cutscene, cut-scene, cinematic,movie, FMV, in-game cinema.crack Jargon. A software programthat sits in memory or permanentlypatches a game so as to unlawfully allowthe user to remove or bypass its copyprotection. A person who creates a crackis a cracker.Do not confuse with a hack, whichalters the way a game is played.Example: After running the crack,it’s possible to play Half-Life 2 from yourhard drive without owning the originalCD-ROM.Wrong: bypass, patch, TSR,workaround.Also see: hack, patch, pirate, softwarepiracy, warez.create-a-player A mode found inmany games allowing the creation ofcustomized avatars or other characters.Also see: avatar, character generation,mode.cross-platform See system.


23Dd-pad Jargon. A cross-shaped digitalpad used for directional input on a controller.Popularized by the NintendoEntertainment System (NES) controller.Short for directional pad or digital pad;dpadacceptable on all references. Do notcapitalize the “d” unless at the beginningof a sentence.Don’t use any punctuation when referringto specific directions on the d-pad.<strong>The</strong> quicker you tap left on the d-pad, thefaster your character will go.Example: <strong>The</strong> Nintendo <strong>Game</strong>Cubecontroller has a very small d-pad.Wrong: cross, control pad, digital pad,D-pad, D-PAD, pad.dance pad A controller placed on thefloor <strong>and</strong> controlled by the player’s feet.Popularized by Dance Dance Revolution.Wrong: dance mat, dancepad,dance-pad.damage An in-game measure of hurtor loss that brings on death, debilitationor destruction incrementally. <strong>The</strong> notionof damage may be applied to individualcharacter attributes (such as health),equipment (e.g. swords, guns, or armor),environmental objects (i.e. trees <strong>and</strong>buildings) or vehicles.Example: <strong>The</strong> sniper rifle in Halocauses massive amounts of damage toenemies, <strong>and</strong> is therefore one of the mostpopular weapons in the game.Wrong: wound, wounding.Also see: health, life.DDR-RAM See RAM.dead See death.death Death has two specific contextsin videogames. In the case of a narrativegame, in which the player character has alife in the story, death is quite literal.When the character dies, the story is over,at least until you reload or restart. Princeof Persia: <strong>The</strong> S<strong>and</strong>s of Time is an exampleof this.In the second context, a death is theend of one of the multiple lives a player isgiven as a measure of the opportunities tocomplete a task in a game. See life.In most cases, these contexts areblended together to create statementssuch as, “Pac-Man can only die one moretime,” or “You can die as many times asyou want in Jak <strong>and</strong> Daxter without anypenalty.”Because of these ambiguities, use theterm death or died to refer to specificstory moments. But when referencinggameplay, use more specific terms such as“lost a life.”In first-person shooters, the score isoften referred to as number of kills.Example: Aeris’ death in FinalFantasy VII remains one of the mostmemorable moments in any videogamestory. Less memorable is Mario losing a


24life by falling into a lava pit in SuperMario Bros.Wrong: <strong>The</strong> player attempted a particularlydifficult jump with Mario <strong>and</strong>ended up dying.Also see: life.debug <strong>The</strong> phase of game developmentwhere bugs (program glitches) arefound <strong>and</strong> fixed.Can also refer to debug mode, an ofthiddengameplay mode that gives theplayer complete control of the game’senvironment <strong>and</strong> variables. A debug unit isa version of a game console that developers<strong>and</strong> journalists use to play unfinishedversions of videogames.Example: Whether Rockstar simplymissed the controversial Hot Coffee minigameduring the debugging process orintentionally left it in the final game isunclear to this day.Wrong: de-bug.Also see: alpha, beta, bug.demo A sample version of a game,usually used for marketing purposes. Alsoreferred to as a demo version.Jargon usage: Short for demonstrated.Sierra demoed their latest game for usyesterday.Also see: shareware.designer A person who designs agame, steering its overall direction <strong>and</strong>bringing to bear a specific artistic vision.Modern games often involve a team ofdesigners; the head of such a team is thelead designer or producer. Designers neednot be programmers on a game. Do notuse designer to generally refer to all peopleinvolved in the making of a gameExample: As the lead designer onPsychonauts, industry veteran TimSchaefer worked on the game at everylevel of development.Also see: artist, developer, producer.destroyed See death.developer A person, creative team orcompany that creates videogames.Note that the same company may bethe publisher <strong>and</strong> the developer of agame. In general, be as specific as possiblewhen referring to a game’s developer.If a game is developed by a specific studioof a larger company, use the studio name.Okami was developed by Capcom’s CloverStudios subsidiary.Any single member of a developmentteam, such as an artist, modeler, programmeror sound engineer, can also begenerally referred to as a developer. WillWright is one of the most well knowndevelopers in the business.Example: <strong>The</strong> annual <strong>Game</strong>Developers Conference is a regular gatheringof game developers held eachspring.Also see: first-party, second-party,publisher, third-party.died See death.difficulty <strong>The</strong> level of challengeinvolved in playing a videogame.Most games offer a range of selectabledifficulty levels. Capitalize the names ofselectable difficulty levels in all cases.<strong>Game</strong>s which adjust the difficulty inresponse to the player’s actions havedynamic difficulty.Examples: Playing through God ofWar on God difficulty requires godlikereflexes.Also see: mode.digital Technical. Any computer systemwhich uses discrete on/off values torepresent input or output. Digital systemsare different from analog systems, whichuse a continuous range of values to representinput or output.Also see: analog, analog stick,controller, d-pad.digital distribution <strong>The</strong> purchase<strong>and</strong>/or delivery of a game or other piece ofcontent via a computer network.Refer to digital distribution services by


25their official names, i.e. Xbox Live, Steam,Wii Shop Channel, PlayStation Store.Also see: microtransaction.Digital <strong>Game</strong>s ResearchAssociation <strong>The</strong> primary member organizationof international academic <strong>and</strong> professionalgame researchers. DiGRAacceptable after first reference.DiGRA See Digital <strong>Game</strong>s ResearchAssociation.dimensions A game with two-dimensionalgameplay is one in which movementis limited to two different axes (leftright<strong>and</strong> up-down, for instance). A threedimensionalgame allows movement alongthree axes.Graphically, a two-dimensional gametypically uses sprites to represent characters,objects <strong>and</strong> backgrounds, whilethree-dimensional games generally usepolygons.Note that games with two-dimensionalgameplay may have three-dimensionalgraphics, <strong>and</strong> vice versa. For instance,New Super Mario Bros. is a two-dimensionalgame with polygon-based threedimensionalgraphics, while Super MarioRPG uses two-dimensional sprites toallow for three-dimensional gameplay.2D <strong>and</strong> 3D acceptable after first reference.Do not use 2D or 3D at the start ofa sentence.Example: <strong>The</strong> Super Nintendo versionof Star Fox, which was the first game touse the Super FX chip, represented manygamers’ first experience with threedimensionalgraphics in a game.Wrong: 2.5D, 2-d, 2-D, 2-dimensional,3-d, 3-D, 3-dimensional, three-D, two-D.Also see: Genres (appendix), sprite.DirectX Technical. A set of Microsoftdevelopedprogramming tools used heavilyin the creation <strong>and</strong> execution of PCgame software. Often referred to with therelevant version number. DirectX 10 isrequired to run the game.Do not abbreviate.disc Acceptable on all references tooptical discs such as CDs <strong>and</strong> DVDs.Also see: CD, DVD, optical media.disk Acceptable on all references tomagnetic floppy disks used in computers.Do not use to refer to optical discs.Wrong: diskette.Also see: hard drive.distributor A company or individualthat distributes games to retail stores.Some publishers act as their own distributors;others use separate, dedicated distributors.Example: When a publisher says thatthey’ve had problems with their distributor,this usually means that a game willreach stores a few days late.double jump A second jump performedin mid-air.Example: <strong>The</strong> double jump featurehelped set Super Ghouls <strong>and</strong> Ghostsapart from other platform games of theday.Wrong: double-jump, doublejump.Also see: genres.Dreamcast See System Names(appendix).DS, DS Lite See System Names(appendix).DVD-ROM Abbreviation for DigitalVersatile Disc-Read Only Memory, a formatused for encoding computer programsonto a DVD.DVD-ROM acceptable on all references.DVD acceptable if context makesthe format clear.Example: <strong>The</strong> PlayStation 2 is capableof playing games on DVD-ROMs, aswell as DVD movies. Many earlyPlayStation 2 games were available onCDs instead of DVDs.Also see: CD-ROM.dynamic difficulty See difficulty.


26EE See ratings.Easter egg A hidden message, objector feature found in a game that is generallyunnecessary, unrelated <strong>and</strong> otherwiseoutside of the course of normalgameplay. Common examples of Eastereggs include messages from game programmersto fans <strong>and</strong> relatives, picturesof development teams <strong>and</strong> inside jokes.Coined by Atari’s Steve Wright.Example: Warren Robinette’s hiddeninitials in Adventure for the Atari 2600constituted the first instance of anEaster egg in a videogame.Wrong: easter egg, Easter Egg.Also see: code, unlockable.EB <strong>Game</strong>s See <strong>Game</strong>Stop.EC See ratings.editor A piece of software that allowsdevelopers or players to more easily createtheir own personalized game content.Typically, an editor provides tools thatallow for the creation of new game levels,although the term also can apply tosoftware used to modify other game elementssuch as gameplay variable values<strong>and</strong> game art assets.Example: <strong>The</strong> Half-Life 2 editor providespowerful, yet easy-to-use tools forfans to create their own game scenarios.Also see: mod.educational games <strong>Game</strong>s thatexplicitly focus on educational topics ormethods, such as Where in the World isCarmen S<strong>and</strong>iego? <strong>and</strong> Mario TeachesTyping. Educational games are not agenre in <strong>and</strong> of themselves, <strong>and</strong> games ofpractically any genre can have educationalcontent.Wrong: edutainment.Also see: Genres (appendix).Electronics Boutique See <strong>Game</strong>Stop.electronic game See videogame.elite See leetspeak.emulation See emulator.emulator A piece of software thatallows code written for one computer orsystem to run on another. An emulator isdescribed based on both the hardware itemulates <strong>and</strong> the hardware it runs on.While there are many NES emulators forWindows, finding a good Mac-based NESemulator is tough.This process is called emulation. <strong>The</strong>native code run by the emulator is sometimesreferred to as a ROM; this usage isconsidered jargon.Emulators are probably best knownfor facilitating piracy, but there are also


27valid <strong>and</strong> legal uses for emulators. Manyclassic game compilations use emulationto run original code on more recent systemswithout any noticeable changes inthe gameplay experience.Example: While computer ownerscan easily download <strong>and</strong> play classicNES games on an emulator, Nintendo isnow offering a legal alternative to thismethod of reliving your past via itsVirtual Console.Wrong: emulater.Also see: backward compatible, ROM,Virtual Console.end boss See boss.end-user See user.enemy Any in-game character thatpresents a threat to the player character.Capitalize specific enemy names. Forone-on-one or player-vs.-player games,opponent is preferred.Example: Mario fights Goombas,Koopa Troopas <strong>and</strong> many other enemiesin Super Mario Bros.Wrong: baddie, foe.Also see: boss, opponent.engine Jargon. <strong>The</strong> program codethat provides the core of a game’s processingsystem. Engines can also run significantsub-systems in a game’s code,such as the graphics engine <strong>and</strong> thephysics engine.Different games can sometimes usethe same engine. Capitalize the name ofcommercial game engines used in multiplegames.Example: <strong>The</strong> Unreal engine hasbecome the st<strong>and</strong>ard graphics engine formany game developers.Entertainment SoftwareAssociation Industry trade group representingthe largest videogame makers inNorth America.Never capitalize the article “the”when referencing the ESA exceptwhen it appears at the beginning of asentence. ESA acceptable after firstreference.Prior to July 2003, the organizationwas known as the Interactive DigitalSoftware Association; use this name onlyin historical contexts.Example: <strong>The</strong> EntertainmentSoftware Association lobbies the governmenton issues of interest to thevideogame industry. Piracy is a hot-buttonissue for the ESA.Entertainment Software RatingBoard Industry ratings group establishedby the Entertainment SoftwareAssociation in 1994. <strong>Game</strong>s are submittedby publishers <strong>and</strong> rated by an anonymous,independent panel of trainedreviewers that judge a game based on itscontent. See ratings for a description ofESRB ratings <strong>and</strong> content descriptors.While the ESRB rates most gamesreleased commercially in North America,it does not rate all games. ESRB gameratings do not carry the force of law.ESRB ratings are only for gamesreleased in North America. Otherregions have their own rating bodies,including: Japan’s ComputerEntertainment Rating Organization(CERO), Australia’s Office of Film <strong>and</strong>Literature Classification (OFLC), <strong>and</strong>Europe’s Pan-European <strong>Game</strong>Information (PEGI). Abbreviationsacceptable after first reference.ESRB acceptable after first reference.Wrong: Entertainment SoftwareRatings Board (do not pluralize“ratings”).Also see: ratings.environment <strong>The</strong> setting where agame takes place. Used interchangeablywith playfield.Also see: background, level, world.equipment Any item that permanentlyor semi-permanently gives a playernew powers, abilities or statisticalenhancements.A specific instance of equipment is


28called a piece of equipment.Example: Glornax equipped himselfwith a fire-resistant piece of armor toprepare for the raid.Also see: avatar, item, power-up.ESA See Entertainment SoftwareAssociation.ESRB See Entertainment SoftwareRating Board.executive producer See producer.expansion pack A piece of softwarethat adds content such as new levels orcharacters to a previously-releasedgame.Expansion packs require a copy of theoriginal game to run, as opposed tosequels, which do not require this.Italicize the name of an expansion packas you would a game name.Expansion acceptable after firstreference.<strong>The</strong> 4MB RAM expansion shouldbe called the Expansion Pak on allreferencesExample: House Party, a popularexpansion pack for <strong>The</strong> Sims, adds manynew characters <strong>and</strong> objects to the game.Wrong: add-on, add on, exp<strong>and</strong>er,expansion, pack, pak.Also see: patch.experience level See level.experience points See points.extra life See 1-up, life.extreme sports See Genres(appendix).


29Ffanboy/fangirl Jargon. An especiallyobsessive fan.Wrong: fan boy, fan girl, fan-boy, fangirl.fansite Jargon. A fan-run websitedevoted to a particular company, individual,game, series or genre.Wrong: fan site, fan-site.fighting See Genres (appendix).final boss See boss.final build See build.firmware Software that is stored ona hardware device rather than via externalstorage or hard disk. Usually used tohold critical system <strong>and</strong> startup files.Some systems, such as thePlayStation Portable, have upgradeablefirmware <strong>and</strong> require specific firmwareversions needed to run certain games.Refer to these versions by their versionnumber. <strong>The</strong> LocoRoco demo requiresfirmware version 2.7 or higher to play.Example: <strong>The</strong> latest version of thePlayStation Portable firmware makesthe system more difficult to hack.Wrong: Firmware.Also see: hardware, software.manufacturer, it is referred to as a firstpartydeveloper. <strong>Game</strong>s developed by firstpartydevelopers are first-party games.Peripheral hardware developed by a consolemanufacturer is a first-partyperipheral.First-party should only be used as anadjective, <strong>and</strong> never as a noun.Polyphony Digital is a Sony first-partydeveloper. NOT: Polyphony Digital is aSony first party.Make sure it’s clear which company afirst-party developer is working for,either explicitly or by context. HAL isone of Nintendo’s most important firstpartydevelopers. NOT: HAL is one ofNintendo’s most important first parties.Example: First-party developers continueto grow by attracting creative talentto stable businesses that offer ahigher chance of getting a product tomarket. <strong>The</strong> quality of Nintendo’s firstpartyproducts continues to discourageother developers from competing for aslice of a competitive market.Wrong: 1st party, firstparty, firstparty, First-party.Also see: developer, publisher, peripheral,second-party, third-party.first-person, first-person shooterSee Genres (appendix).first-party When a game developer iswholly owned by a videogame console


30flight simulation See Genres(appendix).FMV See cut scene.fog of war In strategy games, fog ofwar refers to the obscured sections of amap where enemy movement <strong>and</strong> territoryremains invisible until approached.Also see: Genres (appendix).force feedback A feature that causesthe controller to physically vibrate,rumble or otherwise react to in-gameactions. Often used interchangeablywith vibration or rumble, though this isnot entirely accurate for some directionalforce feedback devices.Example: <strong>The</strong> lack of a force feedbackfeature in the PlayStation 3 controlleris seen as a major drawback, butSony claims gamers won’t miss theserumble options.Wrong: Force Feedback, force-feedback,forced feedback.four-player See multiplayer.FPS See Genres (appendix).frag Jargon. Slang for a kill, usuallyused in player-vs.-player combat games.Short for fragmented. Players arefragged <strong>and</strong> kills can be referred to asfrags.Example: Expert players suggestthat learning how to strafe is the quickestway to increase the number of fragsyou’ll rack up in Halo 2.Also see: death, player-vs.-player.frame rate <strong>The</strong> number of individualimage frames a game is capable ofproducing in a given amount of time.Usually measured in frames per second;fps acceptable after first referencewhen paired with a numerical value.See example.Frame rate should not be confusedwith refresh rate, which measures howoften a monitor or TV updates itsimage. Refresh rate is measured inhertz (Hz acceptable on all references).Example: Dance Dance Revolutiongames on the PS2 run at a silky smooth60 frames per second. This makes themmuch more playable than older versions,which ran at 30 fps.Wrong: framerate, FPS, 30fps, f.p.s.frames per second See frame rate.franchise A set of games, often withsimilar names, that share one or morekey characters, settings or styles ofplay. Used interchangeably with series.Franchises are generally namedafter a unifying character or the nameof the first game in the franchise.Italicize the name of a franchise only ifit shares the name of a game in thatfranchise. Example: <strong>The</strong> Halo franchise;<strong>The</strong> Mario series.Franchises can inspire various spinoffsthat are franchises in their ownright; for example, the Mario franchiseencompasses the Mario Kart <strong>and</strong> MarioParty franchises.When discussing sports games, becareful to distinguish between thegame franchise <strong>and</strong> the team franchiseswithin the game.Example: <strong>The</strong> evolution of the characterof Solid Snake has anchored theprogression of the Metal Gear Solidfranchise.freeware Software offered in itsentirety by the developer or publisherfor free, legal distribution.Example: If you’re tired of spendingbig dollars on videogames, try downloadingfreeware off the Internet.Wrong: free-ware, freebie.Also see: demo, shareware.


31FTW See leetspeak.fun factor Jargon. A subjective termused to rank how fun a game is comparedto other games. Popularized by<strong>Game</strong>Pro magazine. Always try to usemore specific terms to describe thegameplay experience.Example: <strong>The</strong> visceral thrills <strong>and</strong>adrenaline-soaked gameplay of firstpersonshooters have made them one ofthe most popular genres amonggamers.Wrong: <strong>The</strong> overall fun factor offirst-person shooters makes them apopular game genre.


32Ggame See videogame.<strong>Game</strong> Boy, <strong>Game</strong> Boy Advance,<strong>Game</strong> Boy Advance SP, <strong>Game</strong> BoyMicro, <strong>Game</strong> Boy Pocket, <strong>Game</strong> BoyColor See System Names (appendix).<strong>Game</strong> Gear See System Names(appendix).game industry See gaming.game mechanics See mechanics.game names <strong>Game</strong> names should beplaced in italics on all references.<strong>Game</strong> names should be written out onfirst reference exactly as they appear inmarketing <strong>and</strong> packaging material.Example: Ubisoft’s Peter Jackson’sKing Kong: <strong>The</strong> Official <strong>Game</strong> of theMovie let gamers play as Kong himself.Acronyms/abbreviations: After thefirst reference, unwieldy game names canbe referred to by an acronym. In thesecases, note the acronym in a parentheticalafter the first reference. <strong>Game</strong> namesmay also be abbreviated to shorter formsafter first reference if the context makesthe reference apparent. Acronyms <strong>and</strong>abbreviated names should also be italicized.Example: Gr<strong>and</strong> <strong>The</strong>ft Auto III(GTA3) was notable for its open-endeddesign. But many politicians focused onGTA3’s violence <strong>and</strong> not its novel gameplay.Gr<strong>and</strong> <strong>The</strong>ft Auto: Vice City exp<strong>and</strong>edon the multi-million selling original,but Vice City was criticized for being toosimilar to its predecessor.Sequels: Sequel names should be renderedas they appear in packaging <strong>and</strong>marketing materials, including any franchisenames, punctuation, <strong>and</strong>/orArabic/Roman numerals. (See the Notable<strong>Game</strong>s appendix for some examples of thisrule.)Example: Super Castlevania IV wasthe first game in the Castlevania series toappear on the Super NintendoEntertainment System.<strong>Game</strong>s released for multiple systems:To distinguish between games thatshare the same name but not the samesystem, refer to that system’s version ofthe game.Example: <strong>The</strong> PlayStation Portableversion of <strong>The</strong> Sims bears little resemblanceto the console <strong>and</strong> PC versions.In reviews for games that appear onmultiple systems, note the version evaluated<strong>and</strong> other versions available.Example: This review is based on theXbox version of the game. Versions for thePlayStation 2, Xbox, Xbox 360 <strong>and</strong> PC arealso available.Also see: franchise.


33<strong>Game</strong>.com See System Names(appendix).<strong>Game</strong>Cube See System Names(appendix).game over An ending condition wherethe player is forced to restart or continuethe game.Wrong: gameover, game-over,<strong>Game</strong> Over.Also see: continue.game system See system.game titles See game names.gameplay <strong>The</strong> experience of interactingwith a game.<strong>Game</strong>play is a quality of the gamerather than of the player. He was caughtup in the gameplay. Not: He spends toomuch time in gameplay.Example: While Halo 2 left manygamers feeling unsatisfied, the gameplayis actually quite similar to the original.Wrong: game play, game-play.Also see: mechanics, play.gamer Anyone who plays games.Example: <strong>Game</strong>rs around the worldare waiting with bated breath for detailsof the next Gr<strong>and</strong> <strong>The</strong>ft Auto game.Wrong: videogamer.Also see: gaming, player, videogame.<strong>Game</strong>rscore See Achievement.<strong>Game</strong>rtag Online nickname used bymembers of Microsoft’s Xbox Live onlinemultiplayer service.Do not use to refer to other onlinenicknames. Maintain given spacing <strong>and</strong>capitalization when describing specific<strong>Game</strong>rtags.Also see: Xbox Live.<strong>Game</strong>Stop North America’s largestvideogame retailer. A merger with competitorElectronics Boutique was proposedin April 2005 <strong>and</strong> approved in October2005 – only refer to Electronics Boutiqueor EB <strong>Game</strong>s in historical contexts.gaming <strong>The</strong> act of playing a game.Also used as a general term for thevideogame hobby.To avoid confusion with the gamblingindustry, do not refer to the gamingindustry, but rather the game industry orvideogame industry.Example: Many gamers reported anincreased concentration <strong>and</strong> focus whengaming.Wrong: videogaming.Also see: gamer, videogame.gamepad See controller.garageware Jargon. See independent.GD-ROM A proprietary, 1.2 GB diskformat used on the Sega Dreamcast. SeeCD-ROM for usage guidelines.Genesis See System Names(appendix).genre See Genres (appendix).gg See leetspeak.ghost mode See mode.gibs See leetspeak.gigabyte See memory.gold master Jargon. <strong>The</strong> final, finishedversion of a game’s code sent to thefactory for duplication. <strong>Game</strong>s producedin gold master form are said to have gonegold.Example: Gold masters of Metal GearSolid 4 were mailed out to leading mediaoutlets for evaluation today.Wrong: final CDs, finals, golds,master.Also see: build.


34graphic designer See artist.graphics card See video card.grief Jargon. A practice where otherplayers intentionally try to ruin the experienceof other players in a multiplayergame. Types of grief include attackinglower-level characters without obviousreward <strong>and</strong> using in-game chat channelsto communicate antagonistic messages.Players who cause grief are called griefers.Example: Continued griefer activityin Ultima Online discouraged manygamers from returning.grind Jargon. <strong>The</strong> overly repetitiveactivities often required to advance in agame. Most often associated with levelingup in role-playing games.Example: Players cannot expect toreach the upper levels of Star Wars:Galaxies without going through a significantgrind.Also see: Genres (appendix), level.


35Hhack Jargon. Any unauthorized modificationto a game or hardware. Hacksoften change the nature or abilities ofthe game or product in question. Canalso be used as a verb for the process ofcreating a hack. A person who creates ahack is a hacker.Do not confuse hacks with mods,which are authorized or encouraged bythe game’s creators, or cracks, whichallow illegal copies of games to be run.Example: <strong>The</strong> latest hack of thePlayStation Portable firmware allowsemulators <strong>and</strong> other unauthorized programsto be run.Wrong: Hack, hax, haxxor.Also see: crack, mod, leetspeak.hack-<strong>and</strong>-slash See Genres(appendix).h<strong>and</strong>held system See system.hard disk See hard drive.hard drive Acceptable on all referencesto the physical drive that permanentlystores data used by a computer orvideogame system.Used interchangeably with hard disk.See memory for terms used to discusshard drive size.Example: F.E.A.R. requires 5GB ofspace to be free on the hard drive forproper installation.Wrong: hard disk drive, HDD.Also see: ROM, RAM, memory.hardware See system.hardware requirements See systemrequirements.HD See resolution.HD DVD Acronym for high-definitiondigital versatile disc, a high-capacityDVD format created by Toshiba for datastorage <strong>and</strong> high-definition playback ofmovies.An HD DVD movie player is sold as aperipheral for the Xbox 360.HD DVD acceptable on all referencesExample: Movies on HD DVD have amuch higher resolution than thosestored on a normal DVD.Wrong: HDDVD, HD-DVD, hd-dvdAlso see: Blu-ray disc.HDD See hard drive.HDTV Acronym for high-definition television– any television technology thatprovides resolution equal to or higherthan 720p or better. See resolution.HDTV acceptable on all references.Example: HDTV support has finallyarrived on the consoles. <strong>The</strong> question is:Will consumers pay the additionalexpense to play games in highdefinition?Also see: resolution.


36heads-up display A set of persistent,on-screen indicators for in-gamevariables such as health, money, speed,location, etc. HUD acceptable after firstreference.Example: <strong>The</strong> huge odometer on theheads-up display blocks your view ofthe track, but overall the HUD isunderstated.Wrong: heads up display, headsupdisplay.hi-def See resolution.hidden character See unlockable.games for the PSP. In general, homebrewsoftware doesn’t have the polish of itsprofessionally developed competition.Not: home brew, home-brew.Also see: mod, freeware.hotkey A sequence of comm<strong>and</strong>s orbutton presses mapped to a single buttonon a keyboard or controller. Usedinterchangeably with shortcut <strong>and</strong> macro.Also see: button, controller.HP See hit points.HUD See heads-up display.high-definition See resolution.high score <strong>The</strong> highest scoreachieved in a game. Be sure to notewhether the score applies to the pointtally stored on a specific copy of thegame, an Internet-linked ranking ofworldwide scores, or a record archived byTwin Galaxies’ Official <strong>Video</strong> <strong>Game</strong> &Pinball Book of World Records or anotherofficial ranking body. Note that manyolder games reset high scores when thesystem is turned off.Example: <strong>The</strong> all-time record highscore for Pac-Man of 3,333,360 points isheld by Billy Mitchell. <strong>The</strong> high scoreshown on my machine usually strains tobreak five digits.Wrong: highscore, high-score,High Score.Also see: leaderboard, score.hit points See points.home console, home systemSee system.homebrew Adjective used to describesoftware created in a non-professionalcapacity by amateur programmers, orthe process of creating such software. Donot use homebrew as a noun; refer tohomebrew software instead.Example: Homebrew developers havecreated a wide variety of unauthorized


37IIGDA See International <strong>Game</strong>Developers Association.in-game cinema See cut scene.independent Any game or companynot affiliated with a major publisher.<strong>The</strong>se games often have small budgets<strong>and</strong>/or are funded solely by the developer.Independent games are not a genrein <strong>and</strong> of themselves, <strong>and</strong> independentgames can encompass many genres.Abbreviation to indie acceptable afterfirst reference.Example: Darwinia is an independentgame that has found success, butmany other indie games struggle to finda place in the market.infrastructure mode See ad hoc.instruction manual <strong>The</strong> usuallybrief instructive document includedwithin a game’s box.<strong>Manual</strong> acceptable after firstreference.Example: Many of the most powerfulmoves in Dead or Alive aren’t listedin the instruction manual.Wrong: instruction book, instructionbooklet, instruction guide.Also see: strategy guide.Intellivision See System Names(appendix).Interactive Digital SoftwareAssociation See Entertainment SoftwareAssociation.interactive entertainmentAlternate term for videogames. Avoid,except in quoted materials or referencesto organizations like the InteractiveEntertainment Merchants Association.Example: Steven Spielberg said,“Interactive entertainment is the futureof Hollywood.”Wrong: Interactive Entertainment,inter-tainment.Also see: videogame.interface <strong>The</strong> input/output interactionbetween a player <strong>and</strong> a game.Includes the in-game controls <strong>and</strong> controllerhardware, but also refers to onscreenindicators <strong>and</strong> the feedback loopthey create with the player.Avoid use as a verb.Example: <strong>The</strong> game’s smooth, intuitiveinterface allows players to quicklyreact to the high-speed action.Wrong: He interfaced with thegame.Also see: controls, controller.


38International <strong>Game</strong> DevelopersAssociation <strong>The</strong> primary memberorganization for game developers.IGDA acceptable on second reference.Internet play See online.inventory See item.isometric perspective A method forrendering a scene where the X, Y <strong>and</strong> Zaxes are all held in proportion. As aresult, there is no vanishing point in anisometric perspective.Typically, isometric projections areshown from an angled, bird’s eye perspective.Disgaea <strong>and</strong> Final FantasyTactics are two popular game franchisesthat use the isometric perspective.Wrong: 2.5D, three-quarters view.Also see: dimensions.item An in-game element that aidsthe player in some way. Items can bestored in a player’s inventory, or usedimmediately upon retrieval.Capitalize the names of specific items.Refer to game documentation for officialnames <strong>and</strong> spellings of item names.Example: Ragnar picked up the itemthat the slain goblin left behind.Also see: equipment, power up.


39J-Kjaggies Jargon. <strong>The</strong> “stair-step” effectthat appears on straight lines in computergraphics.Also see: anti-aliasing.Jaguar See System Names (appendix).joypad See controller.joystick An input device on a controllerthat is tilted by the player to indicatedirection. Most upright arcade cabinets,as well as the Atari 2600, use digitaljoysticks. Most modern video gamesystems, however, use analog joysticks.See analog <strong>and</strong> digital for more on thedifference.Interchangeable with stick in familiarcontexts. Do not use joystick as a generalterm for the controller itself.Example: To perform Guile’s flashkick, first hold down on the joystick fortwo seconds.Wrong: Billy picked up the Nintendojoystick <strong>and</strong> played the game.Also see: analog, analog stick, controller,digital.K-A See ratings.kill See death.


40LLAN See local area network.LAN party A gathering of gamersfocused on playing networked, multiplayergames such as Quake, Counter-Strikeor Halo.Example: Despite the growth ofonline gaming, LAN parties remain apopular way for gamers to get togetherface-to-face.Also see: LAN, online.leaderboard An Internet-linkedranking that keeps track of high scoresor other notable in-game achievementsfrom around the world. Internet leaderboardis useful for clarification.Example: While a score of 1 millionpoints might seem impressive, it won’tget you a very good ranking on thegame’s leaderboard.Wrong: internet ranking, netranking.Also see: high score.learning curve How quickly a playercan adjust to the rules of the game <strong>and</strong>become proficient. A game with a steeplearning curve becomes difficult quickly,while one with a shallow learning curveeases the player into the game <strong>and</strong> itsmechanics slowly. <strong>The</strong> term is highlysubjective, <strong>and</strong> depends largely on theplayer’s personal game-playingexperience.Example: While Advance Wars forthe DS is completely engrossing, thegame’s steep learning curve could preventcasual gamers from progressingbeyond the tutorial.Wrong: difficulty progression, difficultycurve.Also see: difficulty.leetspeak Jargon. A loose patois ofEnglish <strong>and</strong> Internet shorth<strong>and</strong> used byonline game players for quick communicationinside <strong>and</strong> outside of games.Because of its heavy use of jargon <strong>and</strong>variable nature, avoid using leetspeakexcept in quoted material. For a generalaudience, parenthetical descriptions arerecommended.Some common leetspeak terms/phrases<strong>and</strong> their definitions:camper: A player that camps out in anadvantageous position on a game map.FTW: For the win.gg: Good game.gibs: A general term for any in-gamedeath. Short for giblets, i.e. what anexploded character generally looks like.leet/l33t/1337: Short for elite. Used asa term of admiration for an impressivein-game display.lol: Laughing out loud.newbie/noob/n00b: A relative newcomerto a game; often used derisively todescribe an ignorant player. You don’tknow where to find heal spells? What an00b!owned/pwned: A particularly savage


41defeat in a game. You totally got pwnedby that rocket launcher.rofl: Rolling on the floor laughing.level <strong>The</strong> term has two separate connotations,one related to the structure of agame, the other to the statistical advancementof a player’s character.In terms of game structure, a level isan individual, self-contained area, actionsequence or scenario into which a gamehas been subdivided for the sake ofdesign or programming. Levels, in thissense, are usually loaded independentlyfrom one another. Certain games areseparated into missions, stages or worldsrather than levels – go by the descriptionused by the game itself wheneverpossible.In terms of a player’s character, a levelis one of a number of discrete, consecutive<strong>and</strong> measurable achievement milestonesthat generally provide additional powers,resources <strong>and</strong> attribute improvements.Character levels are especially importantin role-playing games, where levels alsoindicate player stature. Raising this levelis referred to as leveling up.In cases where there may be confusionbetween these two connotations, use gamelevel <strong>and</strong> character level.Example: By the time players reachthe third level of Devil May Cry 3, they’llhave endured more challenges than arecontained in most other games in theirentirety.Wrong: area.Also see: campaign, mission, stage,world.level design <strong>The</strong> art <strong>and</strong> craft of creatinggame levels.Wrong: stage design.Also see: level.life A distinct gaming attempt thatstarts when the player takes control of acharacter <strong>and</strong> ends with a death (oftenreferred to as losing a life). In games witha limited number of lives, the loss of alllives results in game over or a continue.While it may not make literal senseto describe inanimate objects (i.e. marbles,tanks), or the undead (such as zombiesor ghosts) as alive, this term is generallyused to describe the periodbetween the start <strong>and</strong> end of play forany character. Still, some on-screenavatars do not lend themselves to beingdescribed in terms of lives. Cars in a racinggame, for example, or fighters in afighting game are usually neverdescribed in terms of losing lives.When writing about lives remainingin a game, remember that some gamesinclude the current life in the displayed“lives remaining” count <strong>and</strong> some do not.For example, in the original Castlevania,play continues when “P = 0” is on screen.In contrast, in Super Mario Bros., dyingwhen “Mario x 1” is on the screen resultsin a game over.Example: Players start Super MarioBros. with three lives. When Mario getshit by an enemy, he loses a life.Wrong: play, try.Also see: continue, death, game over,playthrough.light gun A gun-shaped controllerthat uses light to sense the position of amechanical target or on-screen target.Wrong: laser gun, lightgun, light-gun,zapper.Also see: controller.lighting A general description of howa computer-generated light source illuminatesa gameplay scene.Lighting may also refer to the specifictechnical aspects of how a game enginedraws on-screen graphics.Example: <strong>The</strong> lighting inCondemned: Criminal Origins helps tocreate the proper eerie atmosphere.link cable A proprietary hardwarecable used to connect two systems toallow for competitive or cooperative play<strong>and</strong>/or data transfer.<strong>The</strong> two systems are usually thesame, but not always (as with the


42<strong>Game</strong>Cube/<strong>Game</strong> Boy Advance linkcable.) Do not use interchangeably withthe Ethernet or phone cables used toconnect systems to a LAN or theInternet.Example: Players can use Tingle toget hints in <strong>The</strong> Legend of Zelda: <strong>The</strong>Wind Waker by connecting a <strong>Game</strong> BoyAdvance to a <strong>Game</strong>Cube via a link cable.Wrong: cable, connection cable, LinkCable, link-cable, system-link cable.Linux See Operating Systems(appendix).load time <strong>The</strong> amount of time ittakes to load a game from disc, ROM ora hard drive into RAM. In games, noticeableload times generally take place atstartup or between distinct levels orworlds. Load time is most noticeable ingames stored on optical media, thoughgames stored on cartridge <strong>and</strong> disk canalso have load times.Wrong: loadtime, loading time.Also see: cartridge, disk, optical media,RAM, ROM.local area network Two or more systemsconnected directly via a cableallowing the machines to communicatewith one another.LAN acceptable on all references.Wrong: lan, Local Area Network.Also see: LAN party, WLAN.Lynx See System Names (appendix).


43MM See ratings.machinima A form of computer animationthat uses a real-time virtualenvironment, such as a game developmentengine, to create a non-interactivemovie.Typically, machinima is distinguishedfrom in-game animations such as cutscenes, even though the same tools areoften used in both.Pronounced “muh-sheen-eh-mah.”Example: <strong>The</strong> appearance of thefamous Red vs. Blue machinima at thefilm festival introduced a new era of narrativefilm makingWrong: machinema, mashinima.Also see: cut scene.Macintosh See Operating Systems(appendix).macro See hotkey.magic points See points.man See life.manual See instruction manual.map An in-game view that summarizesthe relative location of objects<strong>and</strong>/or characters on the playfield.A mini-map is a small map shown onthe game screen during active play.Example: While players can accessthe map easily in Gr<strong>and</strong> <strong>The</strong>ft Auto III,it is just as easy to use the mini-map tofind mission objectives.Wrong: minimap, mini map.Also see: playfield.massively-multiplayer onlineSee Genres (appendix).Master System See System Names(appendix).mechanical game A videogame orarcade game that uses moving parts inits gameplay, in part or in total. Pinballmachines are a type of mechanical game.Example: Mechanical games areoften considered the precursor to today’svideogames.Wrong: mechani-game, Mechanical<strong>Game</strong>s.Also see: pinball.mechanics Jargon. <strong>The</strong> specific rulesfor interaction between a player <strong>and</strong> agame. Often referred to as game mechanicsor play mechanics; these terms can beused interchangeably.Only use as an all-encompassingdescription of a game’s rules; do not


44refer to a specific game element as amechanic.Example: <strong>The</strong> game mechanics inSuper Mario Bros. focus on making pinpoint-accuratejumps onto a series ofever-shrinking platforms.Wrong: <strong>The</strong> jumping mechanic is thehallmark of the Mario series.Also see: gameplay.megabit, megabyte See memory.memory Used generally to refer toRAM, a ROM or a hard disk that holdscomputer data. Refer to one of these specifictypes of memory instead of usingthe generic term “memory” wheneverpossible.Memory is measured in bytes, whichare made up of eight bits, each one representedby a one or a zero. Use the followingtwo letter abbreviations when referringto memory size (all abbreviationsacceptable on first reference).KB – kilobyte = 1024 bytesMB – megabyte = 1024 KBGB – gigabyte = 1024 MBTB – terabyte = 1024 GBPB – petabyte = 1024 TBAlways use Arabic numerals whendescribing memory size rather than writingout the number. 5 MB; NOT: fiveMB.Never mix different memory sizeabbreviations. Instead, use decimals toapproximate exact sizes. 1.5 MB; NOT: 1MB, 500 KB.<strong>Game</strong>s for older systems are sometimesmeasured in kilobits <strong>and</strong> megabits,which should always be written out.<strong>The</strong> cartridge was 4 kilobits. A 16-kilobitcartridge.Example: While a CD-ROM can holdmore than 600 MB, loading all that datainto 4 MB of RAM can slow down gamesconsiderably.Also see: CD-ROM, DVD-ROM, harddrive, RAM, ROM.memory card A proprietary externalstorage peripheral utilized by videogamesystems to store game data for later use.Do not use to refer to hard drives orother st<strong>and</strong>ard storage card formats likeSmartDigital, CompactFlash or Sony’sMemory Stick. Memory cards made by aconsole manufacturer are first-partymemory cards; those made by other companiesare third-party memory cards.Example: <strong>The</strong> st<strong>and</strong>ard PlayStation2 memory card can hold roughly 8 MB ofdata.Wrong: Memory Card, mem. card,mem-card.Also see: hard drive.men See life.microtransaction A small, onlinepurchase facilitated through a specializeddigital distribution system.Example: Many Oblivion fans resentedthe fact that the horse armor itemwas only available as a microtransactionover Xbox Live.Wrong: micro-transaction,Microtransaction.Also see: digital distribution.mini-boss See boss.mini-game A small, self-containedgame included as a part of a largergame, with its own distinct gameplay.Example: Some critics have complainedthat Bully is really nothing morethan a series of mini-games.Wrong: minigame, mini game,microgame.mini-map See map.minimum requirements See systemrequirements.mission A specific assignment orobjective that the player is tasked withcompleting.Certain games are separated into levels,stages or worlds rather than missions– go by the description used by the


46multiplayer adventure or role-playinggame. Coined in 1978 by Roy Trubshaw<strong>and</strong> Richard Bartle as the title for a textbasedmulti-user role-playing game,MUD.MUD acceptable after first reference.multiplayer Describes any game thatsupports more than one player, eitheronline or by sharing a single system inone location. <strong>Game</strong>s can allow simultaneous(all at once) or alternating (one at atime) multiplayer support. Clarificationis generally needed only when the supportis alternating.Write out the number when referringto X-player games: two-player, three-player,four-player, etc. Do not refer to a gameas X-player unless it specifically requiresthat many players. Otherwise say thegame supports up to X players.Example: Super Smash Bros. is amultiplayer game that allows up to fourpeople to play simultaneously. <strong>The</strong> fourplayerfights are especially exciting.Wrong: Super Smash Bros. is a fourplayergame.Also see: Genres (appendix),single-player.multiple versions See Notable <strong>Game</strong>s(appendix).


47NN-Gage See System Names (appendix).Neo-Geo, Neo-Geo Pocket, Neo GeoPocket Color See System Names(appendix).nerf Jargon. To significantly alter thecharacteristics of a character or class ofcharacters to make a game more balanced.Example: <strong>The</strong> latest update nerfedthe paladins to the point that they’rebarely more powerful than dwarves!Also see: update.NES See System Names (appendix).newb See leetspeak.next-generation Catchall term usedto refer to upcoming console hardware.Hyphenated when used as an adjective(next-gen acceptable after first reference);no hyphen when used as a noun(in this case, do not abbreviate to “nextgen”).Do not refer to a system as part of thenext generation after its domesticrelease.<strong>The</strong> publication Next Generation (laterNext Gen) should be capitalized <strong>and</strong> italicizedto differentiate.Example: <strong>The</strong> next-generation systemswill all include the option for broadb<strong>and</strong><strong>and</strong> Wi-Fi connections.Wrong: Now that the next generationis here, we can finally compare the newsystems side by side.Nintendo 64 See System Names(appendix).Nintendo DS, Nintendo DS LiteSee System Names (appendix).Nintendo Entertainment SystemSee System Names (appendix).non-player character A characterthat is not controlled by a human.Usually used in role-playing games torefer to computer-controlled characterslike merchants, innkeepers, townsfolk<strong>and</strong> others who aid in your quest. Do notuse to refer to enemies.NPC acceptable after first reference.Example: Non-player characters populateOblivion’s towns, saying captivatingthings like, “Sigh... times are tough”when you talk to them.Wrong: non player character, nonplayercharacter.Also see: artificial intelligence, bot,character, player.noob See leetspeak.NPC See non-player character.Nunchuk See Wii remote.


48OOdyssey, Odyssey 2 See SystemNames (appendix).online A computer connected to acomputer network. A game is onlineenabledif it can be played online. Onlineenabledgames can be played online <strong>and</strong>support online play.Example: City of Heroes players generallyspend more time online than playersin other massively-multiplayeronline games.Wrong: on-line, on line.Also see: Genres (appendix).otaku Jargon. Japanese slang for anespecially obsessive fan.Also see: fanboy.open-world Jargon. A type of gameplaythat allows the player to enjoy avariety of open-ended activities that canbe completed in non-linear fashion.Example: More than the violence,Gr<strong>and</strong> <strong>The</strong>ft Auto III’s open-world designis what sets it apart from other games ofits day.Also see: s<strong>and</strong>box.another player. Usually used whendescribing fighting games. In one-vs.-many situations, use the more genericterm enemy.Example: If Guile is your opponentin Street Fighter II, don’t even thinkabout attacking him from the air.Also see: character, enemy, player.optical media Any software storagemedium that uses lasers or other lightsto retrieve stored information, such asCDs, DVDs, HD DVDs <strong>and</strong> Blu-ray discs.Use specific format names wheneverpossible.Example: Unlike magnetic media,optical media can’t be ruined by exposureto magnetic fields.Wrong: <strong>The</strong> PlayStation supportsgames stored on optical media.Also see: CD-ROM, disc, DVD-ROM.owned See leetspeak.operating system See OperatingSystems (appendix).opponent A player or characterfought in a one-on-one situation,whether controlled by the computer or


49P-Qpack-in A game included with agame system or a peripheral includedwith a game.Example: Nintendo’s decision toinclude Wii Sports as a pack-in with theWii made the purchase a better value.Wrong: pack in, packin.pad See d-pad.palette swap Jargon. When twocharacters or objects are differentiatedonly by their color schemes. Paletteswaps are used to save memory space,as the same basic sprite or model canbe used for both palette-swappedcharacters.Example: In Super Mario Bros.,Luigi is nothing more than a paletteswap of Mario. This is no longer true bythe time Super Mario Bros. 2 comesalong.Also see: sprite.parallax scrolling Jargon. Refers totwo different foreground or backgroundplanes that scroll independently fromeach other to heighten the sense of depthin the image. Popularized on theCommodore Amiga computer <strong>and</strong> SuperNintendo Entertainment System.Example: <strong>The</strong> parallax scrolling inSuper Castlevania IV was unlike anythingseen in the game’s prequels.particle effects Technical. Graphiceffects such as smoke <strong>and</strong> sparks whichsimulate the movement of particles inthe air.Example: <strong>The</strong> particle effects in theXbox version of Burnout Revenge arenearly blinding, especially when your carscrapes along a roadside guardrail.party See Genres (appendix).patch A file or set of files that fixesbugs in a game after its release. Afterapplying a patch, a game is consideredpatched.Example: Now that the Xbox 360,Wii <strong>and</strong> PlayStation 3 are all able to connectto the Internet, it’s easier than everto download patches for bug-filledgames.Also see: bug.PC See Operating Systems (appendix).peripheral A joystick, racing wheel,hard drive or other optional hardwareadd-on intended for use with avideogame or computer system. Notethat this definition does not encompassm<strong>and</strong>atory system components, such asa computer keyboard or the controllerpackaged with a system.In certain highly specific cases, aperipheral also functions as a systemunto itself. For example, the Sega CD


50<strong>and</strong> 32X function in this way. See theSystem Names appendix.Capitalize the names of specificperipherals.Example: Peripherals such as thePower Pad <strong>and</strong> the Power Glove were bigsellers during the NES era.Wrong: accessory, Peripheral, peripheralhardware.Also see: controller, hardware.peripheral hardware See peripheral.peripheral system See system.perspective A specific camera view.Typical perspectives include first-person,third-person <strong>and</strong> isometric.<strong>The</strong> use of both camera <strong>and</strong> perspectivetogether is considered redundant.Example: Tactical role-playing gamesoften show the action from an isometricperspective. <strong>The</strong> player’s point of viewshows them a wide-open vista of thebattlefield.Wrong: <strong>The</strong> game’s first-personperspective camera worked fine for bossbattles.Also see: camera, isometric, point ofview, Genres (appendix).physics <strong>The</strong> simulation of propertiessuch as a gravity, velocity, friction <strong>and</strong>elasticity by a game engine.Also see: engine.pinball A mechanical game played ona sloping board with the goal of guiding asteel ball against pins or into pockets,ramps or targets. Early pinball games didnot include flippers to redirect the ball.Even though they include some elementsof videogames, pinball games aregenerally considered mechanical games.Capitalize <strong>and</strong> italicize the names of allpinball machines.Example: <strong>The</strong> Addams Family Pinballwas a surprisingly big hit.Wrong: pin-ball, Pinball.Also see: mechanical game.pirate One who illegally copies <strong>and</strong>distributes copyrighted software.Example: Pirates cracked Battlefield2142 within its first week of release.Also see: crack, software piracy, warez.pixel Short for picture element. <strong>The</strong>smallest distinct part of a digital image; asingle point in the image grid. Monitorresolution is measured in pixels.Example: <strong>The</strong> character models aresharp <strong>and</strong> detailed down to the last pixel.Also see: monitor, resolution, screen.platform See system.platform game, platformerSee Genres (appendix).play Any interaction with a game.Example: <strong>The</strong> first time I playedDevil May Cry...Wrong: On my first play ofDevil May Cry...Also see: life, play session, playthrough.play mechanics See mechanics.play session A single identifiableperiod of time spent with one game title.Due to its ambiguity, the term should beavoided.player A person playing a game.Use specific names or terms like avataror player character to refer to the characterthe player is controlling.In multiplayer games, characterscan be referred to generically as playerone, player two, <strong>and</strong> so forth (don’t usenumerals).In massively-multiplayer games, differentplayers should be referred to by thenames of their characters.Example: In the Teenage MutantNinja Turtles arcade game, player fourcontrols Donatello.Also see: avatar, character, multiplayer,player character.


51player-vs.-environment In multiplayergames, a style of play wherecharacters battle computer-controlledopponents rather than those controlledby other players in the game.PvE acceptable after first reference.Wrong: player-versus-environment,player vs. environment, player-vs-player.Also see: cooperative, player-vs.-player.player-vs.-player In multiplayergames, a style of play where players caninflict damage on other players.PvP acceptable after first reference.Wrong: player-versus-player, playervs. player, player-vs-player.Also see: cooperative,player-vs.-environment.player character <strong>The</strong> charactera player controls.Also see: avatar, player.playfield See environment.PlayStation, PlayStation 2,PlayStation 3 See System Names(appendix).playtest See quality assurance.playthrough One complete passthrough a game’s story from start to finish.Not applicable for games that haveno precise ending, such as many simulation<strong>and</strong> puzzle games.Example: After beating Resistance:Fall of Man, a second playthroughunlocks new weapons.Wrong: play-through, play through.Also see: play, play session.point of view How a player views aparticular scene in a game. In mostcases, use perspective rather than pointof view.Point of view may be used in the literarycontext to describe the relationshipof the narrative to the narrator. Toavoid confusion, use the term narrativepoint of view when discussing the story.Example: <strong>The</strong> player’s point of viewin Half-Life 2 helps to put you into thestory without sacrificing a clear perspectiveon the game’s environments.Wrong: POV.Also see: camera, perspective.points Used to measure scores orother statistics in a game. Some commontypes of points found in manygames:experience points: A measure of acharacter’s level of progress. Earned forcompleting certain in-game tasks. Aftergaining a set number of experiencepoints the character will level up; seelevel. Use of XP is discouraged.hit points or health points: <strong>The</strong> amountof energy remaining before death. Donot use the two terms interchangeably –consult the game documentation forwhich one is appropriate. HP acceptableafter first reference. See life.magic points: <strong>The</strong> amount of powerremaining for casting spells. MP acceptableafter first reference. Magic pointsmay be shown as a numerical value ordisplayed in a graphic form, such as astar filled with the color green.polygon <strong>The</strong> basic building block ofmost three-dimensional videogame models.Most polygons used in games areindividual triangles connected togetherto form the 3D mesh outlining the surfaceof an in-game object.<strong>The</strong> polygon count is the number ofindividual polygons used in a scene ormodel. More polygons usually meanhigher graphical fidelity, though otherfactors can also affect the look of amodel.Wrong: poly.Also see: model.pop-up Jargon. In three-dimensionalgames, the effect of background elementssuddenly popping into view asthey get closer, rather than slowly fadingin on the horizon as in real life. Pop-


52up often indicates an overtaxed consoleor poor programming.Example: <strong>The</strong> excessive pop-up inRidge Racer makes it hard to predictyour next turn.Wrong: popup, pop-inport A version of a game for a systemother than the one it originally debutedon.Do not refer to games that arereleased concurrently for multiple systemsas ports. Do not refer to emulatedgames as ports.Example: After first appearing onthe Nintendo 64 in 1996, a port of SuperMario 64 appeared on the Nintendo DSeight years later.Wrong: copy, carbon copy, transfer,updateAlso see: game names.portable console, portable systemSee system.POV See point of view.power-up Any item that temporarilygives a character new abilities, new powers,or a statistical bonus.Capitalize the names of specificpower-ups. Refer to game documentationfor official names <strong>and</strong> spellings of powerups.Do not use as a generic term for anyin-game item.Example: Mario’s power-ups includeFire Flowers, Super Mushrooms <strong>and</strong>Starmen.Wrong: powerup, power up, Powerup.Also see: equipment, item.Practice mode See mode.producer <strong>The</strong> person in charge ofmanaging a game’s development team<strong>and</strong> ensuring that the game is releasedon schedule. Producers are usuallyemployed by the game’s publisher. <strong>The</strong>responsibilities of the producer can varygreatly depending on the company <strong>and</strong>the product being produced.An executive producer may oversee anumber of games <strong>and</strong> production teamsfor one company.Also see: artist, developer, publisher.profile A collection of settings <strong>and</strong>/orplayer information that can be sharedbetween play sessions or among othergamers. Profiles can be exclusive to aspecific game or piece of hardware orshared online.Example: Your Xbox Live profilekeeps track of your Achievements, aswell as what games you’ve downloaded<strong>and</strong> recently played.programmer Anyone involved inwriting the actual program code of agame. Programmers can sometimes holdother titles, such as software engineer.Programmers are often focused onspecific areas of a game, such as gameplay,sound or graphics, <strong>and</strong> are oftennoted as such in a game’s credits. Usethe most specific title available whenreferring to a programmer’s position.Do not use programmer as a genericterm for anyone working on a game. Seedeveloper.Example: As the lead physics programmerfor the game, John Q.Programmer was responsible for thegame’s inventive gravity effects.Also see: developer.PSOne, PSX See System Names(appendix).publisher <strong>The</strong> company responsiblefor the financing, manufacturing <strong>and</strong>marketing of a videogame. Also oftenresponsible for a game’s distribution. Seedistributor.Note that older publishers may nowbe defunct or subsumed as part of a currently-functioningpublisher. In general,use the original publisher’s name, <strong>and</strong>note the company’s current lineage ifcontext requires. See the NotableCompanies appendix for a list of some


53defunct/acquired companies.Also see: developer, Notable Companies(appendix).puzzle See Genres (appendix).PvE See player-vs.-environment.PvP See player-vs.-player.pwned See leetspeak.quality assurance A phase of gamedevelopment when the game is evaluated<strong>and</strong> checked for any remaining bugsbefore shipping to the manufacturer.Quality assurance is often calledplaytesting, which is performed by aplaytester.QA acceptable after first reference.Example: <strong>The</strong>re are rumors that thenext Gr<strong>and</strong> <strong>The</strong>ft Auto game will bedelayed due to a longer-than-expectedquality assurance process.Wrong: play-test, Quality Assurance.Also see: bug.


54Rracing See Genres (appendix).rails Jargon. A game, or a portion of agame, that limits player control <strong>and</strong>forces the player through a highly linearsequence. For example, a third-personaction game might include brief on-railsportions that put gamers into a constantlymoving vehicle.Also see: Genres (appendix).RAM Short for r<strong>and</strong>om access memory– the quickly accessed internal memoryinside a computer or videogame system.<strong>Game</strong> code is loaded from a hard drive,disc or ROM into RAM before being executedby the system. RAM can also referto the physical RAM chips used for computerRAM, which are usually stored onRAM sticks.RAM acceptable on all references. Useterms for specific types of RAM (such asDDR-RAM, etc.) only if technical contextrequires it.Example: You’ll need to add plenty ofRAM to your PC in order to run Crytek’slatest game, Crysis.Wrong: Ram, ram.Also see: memory, ROM.ratings An evaluation of the ageappropriatenessof a game’s content by anindependent body. <strong>The</strong> game is rated E.An E-rated game. See special note aboutRating Pending below.For audiences that are not familiarwith the Entertainment Software RatingBoard’s rating system, include a shortdescription of the rating. Rated E forEveryone by the Entertainment SoftwareRating Board. See below.Descriptions: In America, games aregiven the following ratings by theEntertainment Software Rating Board, anoffshoot of the Entertainment SoftwareAssociation.EC (Early Childhood): May be suitable forages three <strong>and</strong> older.K-A (Kids to Adults): May be suitable forages six <strong>and</strong> older. Retired by the ESRBon Jan. 1, 1998. Use only in historical contexts.E (Everyone): May be suitable for agessix <strong>and</strong> older.E10+ (Everyone 10 <strong>and</strong> Older): May besuitable for ages ten <strong>and</strong> older. Added bythe ESRB on March 2, 2005.T (Teen): May be suitable for ages 13<strong>and</strong> older.M (Mature): May be suitable for ages 17<strong>and</strong> older.AO (Adults Only): Should only be playedby persons 18 years <strong>and</strong> older.RP (Rating Pending): Submitted to theESRB <strong>and</strong> awaiting final rating. Writeout as Rating Pending or not yet rated on allreferences.From 1993-1994, Sega’s <strong>Video</strong> <strong>Game</strong>Rating Council rated games GA (GeneralAudiences), MA-13 (Mature Audiences:


55Parental Discretion Advised), <strong>and</strong> MA-17(Mature Audiences: Not Appropriate forMinors).European games are currently ratedunder the Pan-European <strong>Game</strong> Informationsystem (PEGI acceptable after first reference),with ratings of 3+, 7+, 12+, 16+ <strong>and</strong>18+ (slightly different in Finl<strong>and</strong> <strong>and</strong>Portugal).Content Descriptors: ESRB <strong>and</strong>PEGI ratings both come accompanied byspecific content descriptors that detailspecific potentially objectionable contentin the game. <strong>The</strong>se descriptors are notrequired when mentioning a game’sESRB rating, but it’s recommended thatthey be included in all game reviews.Example: Gr<strong>and</strong> <strong>The</strong>ft Auto: Vice CityStories is rated M (Mature) by the ESRBfor blood <strong>and</strong> gore <strong>and</strong> intense violence.real-time strategy See Genres (appendix).recommended requirementsSee system requirements.refresh rate See frame rate.replay Any further play of a gameafter the first playthrough.A game’s lasting value is often referredto as its replayability or replay value.Example: Resident Evil 4 is fun whileit lasts, but its replayability suffers afterthe first playthrough.Wrong: replay factor.Also see: play, play session, playthrough.reset <strong>The</strong> act of restarting a game,system or computer.Restart acceptable on all references.Many game systems have a reset button.Also see: bootup.resolution <strong>The</strong> number of pixels containedin an image or screen. Note thatthe resolution of which a system or computeris capable, the resolution of which ascreen is capable <strong>and</strong> the resolution forwhich a game is programmed may all bedifferent.When describing computer games <strong>and</strong>monitors, list resolution as horizontal pixels<strong>and</strong> vertical pixels separated by an“x.” <strong>The</strong> game requires a monitor capableof 1024x760 resolution. (Pronounced “tentwenty-fourbyseven-sixty.”)When describing TV-based systems<strong>and</strong> games, express resolution as thenumber of vertical scan lines (usually480, 720 or 1080), followed by the letter p(for progressive scan, which refreshes allscan lines every cycle) or i (for interlaced,which refreshes only half the scan lineseach cycle).A resolution of 480i or below isreferred to as st<strong>and</strong>ard definition. 720 <strong>and</strong>higher TV resolution is referred to ashigh-definition.Example: <strong>The</strong> number of Americanhomes that have TVs capable of a 1080ppicture is growing every day.Also see: framerate, HDTV.respawn See spawn.restart See reset.reticle A small graphic overlay mostcommonly used for targeting in shootinggames or action sequences.Example: In Lost Planet, the reticleturns from green to red when placed overan enemy unit.Wrong: reticule.Also see: heads-up display.reticule See reticle.retro Catch-all term used to describeolder games <strong>and</strong> systems. Generally, anythingtwo console generations old (orroughly 10 years old) is considered retro.Example: <strong>The</strong> Atari Flashback 2, amodern reworking of Atari’s classic 2600system, should make fans of retrovideogames very happy.review build Technical. A final, ornear-final, version of a game’s code that


56is mailed out to journalists for evaluation.Reviews should note whether agame is being reviewed based on areview build or a retail copy.Example: <strong>The</strong> review build ofMotorStorm arrived in the office yesterdayvia FedEx.Wrong: final CDs, finals, golds.Also see: build, gold master.rhythm See Genres (appendix).right-click See click.role-playing See Genres (appendix).ROM Technical. An acronym for readonly memory – the type of memory usedto store most game data. A digital copyof a game’s code run by an emulator canalso be referred to as a ROM.ROM acceptable on all references.<strong>Game</strong>s for cartridge-based systems areencoded on ROM chips; games for opticalmedia systems <strong>and</strong> modern PCs arestored on CD-ROM, DVD-ROM or anotherdisc format. <strong>Game</strong>s are loaded fromthe ROM into RAM, where the programcode is actually run by the system.In general, use the specific ROM format(cartridge, CD-ROM, etc.) instead ofthe more general ROM when referring tothe media used to store specific gamecode.Example: Amazingly enough, theoriginal Super Mario Bros. now fits ontoa 3-megabit ROM chip.Wrong: Rom, rom.Also see: cartridge, CD-ROM, DVD-ROM,emulator, memory, RAM.RP See ratings.RTS See Genres (appendix).rumble See force feedback.


57Ss<strong>and</strong>box A type of gameplay that providesplayers with a broad variety of tools<strong>and</strong> allows them to determine their ownobjectives. SimCity is an example of as<strong>and</strong>box game.S<strong>and</strong>box may also refer to open-worldgames such as the Gr<strong>and</strong> <strong>The</strong>ft Autoseries <strong>and</strong> Scarface: <strong>The</strong> World is Yours.Also see: open-world.Saturn See System Names (appendix).score A method of measuring progress<strong>and</strong> ability in many games.Score is usually measured in points,but can be measured in any unit, dependingon the game.Do not refer to in-game elements suchas number of kills, money or time remainingas the “score,” unless the game itselfspecifically calls them such.Example: Serious Sam is one of theonly first-person shooters to measure aplayer’s score.Also see: high score, points.screen An individual static frame orTV/monitor-sized background displayed ona TV or computer monitor. Can alsodescribe a specific in-game interface.Players can quickly access the weaponselection screen by pressing the trianglebutton.In older games, a screen was often theequivalent to an entire level, or a discretesub-section of a level. In three-dimensionalgames, the notion of a screen is arbitrary,<strong>and</strong> the usage is discouraged.Can also be used to describe a monitoror TV on which a game is played or as anabbreviation for a screenshot.Example: In the original Zelda, playerswould walk to the edge of the screenbefore the game would scroll over to thenext room.Also see: monitor, screenshot.screenshot A static snapshot of agameplay screen. Coined by Bill Kunkel.Abbreviation to screen acceptable onall references.Example: <strong>The</strong> newly revealed screensfor God of War 2 gave a glimpse of thekinds of beasts hero Kratos would face inhis new adventure.Wrong: picture.Also see: screen.scrolling <strong>The</strong> direction in which a twodimensionalgame progresses. <strong>The</strong> mostcommon types of scrolling are side-scrolling(left-to right or right-to-left) <strong>and</strong> vertically-scrolling(top-to-bottom or bottom-totop).Auto-scrolling games or portions ofgames scroll the playfield without directplayer input.Example: While most of SuperMario. Bros. 3’s levels are of the st<strong>and</strong>ardside-scrolling variety <strong>and</strong> allow you to


58play at your own pace, a few of thelater levels are auto-scrolling.Wrong: sidescrolling, side scrolling.Also see: Genres (appendix), rails.second-party When a game developeris not wholly owned by a videogame consolemanufacturer, but has an exclusiverelationship with that manufacturer, it isreferred to as a second-party developer forthat manufacturer. <strong>Game</strong>s developed bysecond-party developers are second-partygames.Second-party should only be used as anadjective, <strong>and</strong> never as a noun. Rareended its second-party relationship withNintendo when it was purchased byMicrosoft. NOT: Rare stopped being aNintendo second party when it was purchasedby Microsoft.Make sure it’s clear which companya second-party developer is working for,either explicitly or by context. Insomniacis one of Sony’s many second-partydevelopers.Example: A series of relationshipswith second-party developers helped Sonyget a bevy of exclusives for thePlayStation.Wrong: secondparty, second party, 2ndparty, Second-Party.Also see: developer, first-party, publisher,third-partySega CD See System Names(appendix).Sega Master System See SystemNames (appendix).series See franchise.serious games <strong>Game</strong>s that utilizeinteractive tools towards a specificpurpose besides entertainment, suchas training, politics, rhetoric or education.Serious games may be fun, but fun is notnecessarily their central purpose.Also see: educational games.shader See shading.shading Technical. <strong>The</strong> graphical displayof variable light intensity on variousparts of an in-game model. <strong>The</strong> specifictechnical systems responsible for shadingare shaders.Also see: lighting.shareware Software that is free to distribute<strong>and</strong> use in limited form or for apredetermined trial period. Usually usedto allow audiences to sample a productbefore making a full purchase.Example: A large part of Doom’s successis attributed to the fact that the firstfew levels of the game were available asshareware.Wrong: sample, trial.Also see: demo, freeware.shmup, shoot-’em-up See Genres(appendix).shortcut See hotkey.side-scrolling See scrolling.simulation See Genres (appendix).single-player A game designed to beplayed by a single person.Only refer to a game as a single-playergame if it offers no multiplayer modeswhatsoever. Otherwise, refer to a game’ssingle-player mode or the single-playerportion of a game.Example: If you really want to seeUbisoft’s Ghost Recon: AdvancedWarfighter shine, you’ll need to ditch thestatic single-player experience <strong>and</strong> try thegame online.Wrong: one-player, single player.Also see: mode, multiplayer.sit-down cabinet See system.Sixaxis Br<strong>and</strong> name for the st<strong>and</strong>ardcontroller on the PlayStation 3. May simplybe referred to as the PlayStation 3controller on all references.Also see: controller.


59skeletal model See model.skill Areas of expertise in which ingamecharacters may specialize, such asswordplay, armed combat or computerhacking. Most commonly encountered inrole-playing games.Example: In Star Wars: Knights of theOld Republic, you can’t repair droids ifyour hero doesn’t possess the properrepair skill.Wrong: ability rankings, rank.Also see: ability, statistics.software Any computer program,regardless of the storage medium or system.<strong>Video</strong>games are a type of software.Wrong: Software, soft ware, soft-ware.Also see: firmware, hardware.software piracy <strong>The</strong> act of illegallycopying <strong>and</strong> distributing copyrightedsoftware.Piracy acceptable on all references.Example: Software piracy has becomea global epidemic, resulting in billions inlost sales.Also see: courier, cracker, pirate, warez.spawn Jargon. <strong>The</strong> appearance of aplayer character, enemy, or object in thegame world for the first time. Subsequentappearances after death or destructionare called respawns.Example: <strong>The</strong> key to a high score inPac-Man is eating the fruit that spawnsunderneath the ghosts’ house in the centerof the maze.Also see: spawn point.spawn point Jargon. <strong>The</strong> location atwhich a dead player character, enemy oritem appears on the playfield. Generallyused in multiplayer contexts.Example: Plant a C-4 charge on thespawn point, then trigger it once yourenemy respawns to watch his internalorgans fly.Also see: enemy, player character, spawn.specifications/specs See systemrequirements.sports See Genres (appendix).sprite Technical. A fixed-size set ofpixels.Jargon. A distinct two-dimensionalgraphic representing an in-game characteror object.Sprites may be used in both twodimensional<strong>and</strong> three-dimensionalgames.Example: Despite Doom’s 3D appearance,each <strong>and</strong> every monster in the gameis a 2D sprite.Also see: dimension, pixel, texture.stage See level.st<strong>and</strong>ard controller See controller.statistics A numerical or graphicalmeasure of your in-game character’sskills/talents/physical prowess. Typicallydivided into categories such as strength,accuracy, stamina, charisma, luck, etc. Inmost cases, the higher the score or greaterthe value, the more able-bodied <strong>and</strong>skilled in a particular discipline youravatar is.Can be abbreviated to stats on allreferences.Example: Building up your stats inmultiple areas is an easy way to create awell-rounded character in NeverwinterNights 2.Wrong: ability rankings, rank,readoutAlso see: ability, skill.stats See statistics.stealth See Genres (appendix).stick See joystick.strafe In three-dimensional games, aside-to-side movement made withoutchanging the direction a character is facing.Strafing is sometimes accomplished by


60holding down a strafe key. Using strafingto circle around an enemy while constantlyfacing it is referred to as a circle strafe.Example: Players will need to learnhow to strafe, or they won’t make it far inQuake 4’s single-player campaign.Also see: WASD controls.strategy See Genres (appendix).strategy guide A published guidefocusing on hints, tips <strong>and</strong> strategies for aparticular game.<strong>Guide</strong> acceptable on all references.When referencing specific guides, be sureto note the publisher as well as whetheror not the guide is br<strong>and</strong>ed as an officialguide. Capitalize <strong>and</strong> italicize all strategyguide titles.Do not use interchangeably with walkthroughs,which simply provide step-bystepinstructions for progressing througha game <strong>and</strong> are usually available online.Example: Brady<strong>Game</strong>s’ Official <strong>Guide</strong>to Kingdom Hearts, in all of its hardcoverglory, is guaranteed to be a collector’sitem.Wrong: Strategy <strong>Guide</strong>, strats.Also see: instruction manual,walkthrough.studio A distinct subset of avideogame developer that works largelyindependently from the rest of thecompany.Capitalize the names of specific studiosin all references. When referencing developers,use the more specific studio namerather than the larger company namewhenever possible.Example: Sega’s AM2 studio wasresponsible for some of the company’sgreatest arcade hits.Also see: developer.Super Nintendo EntertainmentSystem See System Names (appendix).survival horror See Genres (appendix).system <strong>The</strong> following terms are oftenused to describe videogame hardware <strong>and</strong>software.arcade cabinet A single arcade gameunit. Sometimes used to refer solely tothe outer casing that holds the game.Use arcade game to refer to a game as aconcept.Types of arcade cabinets include:cocktail cabinet: Table-shaped arcadecabinet with a monitor facing upward;often used for competitive two-playergames.sit-down cabinet: An arcade cabinetthat requires the player to sit down toplay; most commonly used in racing <strong>and</strong>flight simulator games.upright cabinet: A free-st<strong>and</strong>ing verticalarcade cabinet.arcade game: General usage for anycoin-operated videogame. See arcade cabinet,above.arcade system: Use only to refer to thespecific hardware used to run an arcadegame or set of arcade games.Example: Namco’s adoption of theSystem 12 arcade system made convertinggames to the PlayStation simple.coin-op: Jargon. Short forcoin-operated. Any machine designed tooperate only when money is deposited.More specific terms like arcade game orarcade cabinet are preferred for coin-operatedvideogames. See above.computer: While all videogame systemsare technically computers, in videogamecontexts, only use the term to refer to generalpurpose computers that are designedprimarily for uses other than games. Acomputer game is a game specificallydesigned for a computer. Do not use computergame to refer to games for console,portable, or mobile platforms.console: Any device designed primarilyfor playing videogames on a television.Used interchangeably with home system.See portable system, below.


61console system: Redundant; do not use.See home system below.game system: Use on first reference toa system if context is unclear. Home gamesystem <strong>and</strong> portable game system alsoacceptable. See system below.h<strong>and</strong>held system: Use portable systeminstead.hardware: <strong>The</strong> physical components ofa console, computer, portable or mobiledevice. Often used to refer to a systemas a whole. Usually used in contrast tosoftware.Example: Holiday dem<strong>and</strong> for gamehardware has skyrocketed during the holidayseason.home console: Use home system or consoleinstead.home system: Any device designed primarilyfor playing videogames on a television.Used interchangeably with console.See portable system, below.mobile: In videogame contexts, refers tomobile phones, PDAs, portable mediaplayers <strong>and</strong> other portable devices thatplay games but are not designed primarilyfor game playing. <strong>The</strong>se devices should bereferred to as mobile platforms or mobiledevices, not mobile systems. <strong>Game</strong>sdesigned for these devices are mobilegames. Do not use interchangeably withportable system.Example: <strong>The</strong> failure of the Nokia N-Gage was partially due to the fact that noone could tell whether or not is was aportable system or a mobile device.peripheral system: Use when referringto hardware that attaches to another systemin order to work. See the SystemNames appendix for examples.platform: Jargon. Used in the context ofgame development to denote a specificsystem. A game under development formultiple platforms is a multiplatform orcross-platform game.Example: Electronics Arts will releaseMadden NFL 08 on all major platforms.portable console: Use portable systeminstead.portable system: A travel-ready, battery-poweredsystem with its own screen.system: Any computer, console, portablesystem or mobile platform capable of playinggames.Example: Nintendo released its firstsystem, the NES, in the United States in1985.unit: Jargon. Use only in business contextsto discuss hardware or softwaresales.Example: Nintendo sold over one millionunits of the Wii last month.system requirements <strong>The</strong> hardware,operating system <strong>and</strong> supporting softwarerecommended by the publisher to run acomputer game effectively. Most gameshave minimum system requirements (thoserequired to play the game without significantlyaffecting the gameplay) <strong>and</strong> recommendedsystem requirements (thoserequired to run the game at optimal speed<strong>and</strong> graphical fidelity). Most games willrun on machines that do not meet theminimum system requirements, but playersmay encounter performance issues.In reviewing computer games, bothminimum <strong>and</strong> recommended systemrequirements should be included as aguide for the reader, as listed on thegames’ packaging. Also, be sure to includethe system specification (system specsafter first reference) of the machine thegame was reviewed on.Example: <strong>The</strong> minimum systemrequirements for Half-Life 2 were so highthat most fans had no choice but toupgrade their system in order to play it.Wrong: hardware requirements,specifications, specs, sys reqs, sysreqs.


62TT See ratings.technology tree In somevideogames, a technology tree defines ahierarchy of gameplay skills, units orabilities players must attain in set orbranching succession.Generally, in order to access morepowerful units or powers in the hierarchy,the player must first research orbuild the lower-ranking units or powers.For example, in a real-time strategygame, it may be necessary to erecta basic barracks before a buildingthat produces super-soldiers can beconstructed.In some cases, the game design mayreward players with units/abilities furtheralong the tree without meetinglower-tier tree requirements.Tech tree acceptable on all references.Example: <strong>The</strong> tech tree postersincluded with Civilization help playersstrategize the development of theirarmy.Wrong: techtree, tech-tree.Also see: Genres (appendix).tester A paid member of the gamedevelopment team who examines <strong>and</strong>helps eliminate bugs <strong>and</strong> other programmingerrors in the game. Not tobe confused with a beta tester, who isusually a member of the public <strong>and</strong>usually unpaid.Playtester acceptable on allreferences.Also see: beta, developer, qualityassurance.texture Technical. A two-dimensionalsprite that is placed onto a threedimensionalpolygonal model to give ita deeper, textured appearance.Texture map acceptable on all references.Example: <strong>The</strong> superb texture mappingin Gears of War results in a virtualworld that’s convincing <strong>and</strong> cohesive.Also see: model, polygon, sprite.third-party When a game developeris not owned in whole or in part by anyvideogame console manufacturer, it isreferred to as a third-party developer.<strong>Game</strong>s developed by third-party developersare third-party games.Third-party should only be used asan adjective, <strong>and</strong> never as a noun.Electronic Arts is a third-party developer.NOT: Electronic Arts is a thirdparty.Example: Third-party support wasthe key to the PlayStation’s success.Wrong: 3rd party, thirdparty, thirdparty, Third-Party.Also see: developer, first-party, publisher,second-party.third-person See Genres (appendix).


63three-dimensional See Genres(appendix).three-player See multiplayer.tie ratio In business contexts, thenumber of games sold for a system dividedby the number of systems sold. Forexample, a tie ratio of 3.2 indicates thatconsumers have bought, on average,slightly more than three games for eachsystem purchased.Be clear about the interval being discussedfor a specific tie ratio, such as alifetime tie ratio or annual tie ratio. Usenumerals when referring to a specific tieratio. Round specific tie ratios to thenearest tenth (one decimal place) unlessadditional precision is needed to differentiatetwo different ratios.Example: <strong>The</strong> PlayStation 2’s tie ratioremains among the best for any consoleover its lifetime.trainer A computer program thatallows players to cheat at a specific gameautomatically or by hitting specific keys.Example: First, load the trainer, thenpress F12 to instantly get 50 grenades.Also see: cheat, code, hack.troll Jargon. A message board posterwho posts provocative claims <strong>and</strong> statementsdesigned to generate a hostile orangry response. This behavior is referredto as trolling.Also see: grief.TurboDuo, TurboExpress,TurboGrafx-16, TurboGrafx-CDSee System Names (appendix).turn-based See Genres (appendix).two-dimensional See Genres(appendix).two-player See multiplayer.


64U-VUMD See Universal Media Disc.unit See system.Universal Media Disc <strong>The</strong> proprietarystorage format designed for thePlayStation Portable system. It consists ofan optical disc housed inside a clear plasticshell.UMD acceptable after first reference.UMDs can be used to store both games<strong>and</strong> movies; be sure to distinguishbetween the two if context requires.Example: Sony is sticking with theUniversal Media Disc format eventhough sales of UMD movies are down.Wrong: Universal Memory Disc,Universal Magnetic Disc, umd, universalmedia disc, UMD-ROM.Also see: CD, CD-ROM, disc, opticalmedia.Universal Serial Bus A st<strong>and</strong>ard forconnecting peripherals to hardware.USB acceptable on all references.Devices that use a USB connection aresaid to be USB-compatible. Use USB 1.1,USB 2.0, etc., to differentiate variousUSB st<strong>and</strong>ards in technical contexts.Example: To recharge the Xbox 360’swireless controller, simply plug it intoone of the two USB slots found at thebase of the console.Wrong: usb, Usb, U.S.B.Also see: peripheral.unlockable Hidden content or itemsthat are unlocked through specific ingameactions. Unlockables are usuallynot essential to play <strong>and</strong>/or complete thegame, but are added as a bonus for playerswho complete difficult tasks.Example: GoldenEye 007’sInvisibility mode is one of the most difficult-to-obtainunlockables in videogamehistory.Also see: Achievement, bonus, cheatcode, Easter egg.update A piece of software that addsor fixes content in an already existinggame. An update is not a sequel or anexpansion pack, but usually exp<strong>and</strong>s theworld of the game in a small, but significantfashion.An update can include a patch, butthe terms are not interchangeable.Example: <strong>The</strong> latest update to AutoAssault introduces two new free areas toplay in.Wrong: upgrade.Also see: expansion pack, patch.upright cabinet See system.USB See Universal Serial Bus.user Technical. General term for any-


65one using a computer or video game system.Sometimes called end-user in businesscontexts. Use gamer or player innon-technical contexts.Also see: gamer, player.vaporware Jargon. A piece of hardwareor software or a peripheral thathas languished in development limbodespite heavy promotion.Example: Duke Nukem Foreverremains vaporware over 10 years after itwas originally announced.vector Technical. A graphics formatthat represents 2D images as a collectionof lines <strong>and</strong> other geometric shapes.Vector graphics can be scaled to any sizewithout a loss in quality.Vector graphics can be seen in actionon old arcade games such as Asteroids aswell as the Vectrex game system.Also see: bitmap, System names(appendix).vehicular combat See Genres(appendix).version See game names.vibration See force feedback.video card Technical. <strong>The</strong> piece ofhardware that stores a graphics processorused by a computer to render <strong>and</strong>output a high-quality video signal on amonitor or television.Example: A large number of PCs inthe office didn’t have updated videocards, <strong>and</strong> therefore couldn’t run the latestF.E.A.R. expansion pack.Wrong: 3D accelerator, 3D-accelerated,graphic accelerator, graphics card,videocard, video-card.games <strong>and</strong> mobile games. All can be generallyreferred to as videogames. See thesystem entry for more on the differencesbetween these subgroups.<strong>Game</strong> acceptable on all references,except those in which the context makesit hard to distinguish videogames fromnon-electronic games, such as sports,tabletop or board games.Example: <strong>Video</strong>game fans alwayslooked forward to seeing the best upcominggames at the ElectronicEntertainment Expo.Wrong: electronic game, <strong>Video</strong><strong>Game</strong>,<strong>Video</strong> <strong>Game</strong>, video-game, video gameAlso see: gamer, gaming, interactiveentertainment, mechanical game, software,system.Virtual Boy See System Names(appendix).Virtual Console A service offered onthe Nintendo Wii that provides downloadable,emulated games. Be sure tonote the system Virtual Console gameswere originally released for when discussingthem.Also see: emulator, system.virtual reality Jargon. Catch-all termfor technological attempts to create amore immersive gaming experience byusing hardware such as stereoscopic goggles,glove sensors or motion-sensingequipment.VR acceptable after first reference.Example: Whether or not games everachieve the kind of virtual reality madefamous by Star Trek’s Holodeck, playerswill continue to enjoy games for currentsystems.videogame Catch-all term for anytype of interactive entertainment software.Always write as one word.<strong>Video</strong>games can be divided into subcategoriesincluding: console games,portable games, computer games, arcade


66W-Zwalkthrough A detailed, step-by-stepdescription of how to complete avideogame, in part or in its entirety.Strategy guides may include walkthroughs,but the terms are notinterchangeable.Example: It’s nearly impossible toplay through Myst without having toconsult a walkthrough once or twice.Wrong: walk-through, walk through.Also see: strategy guide.warez Jargon. Slang for pirated orillegally copied software.Example: Downloading warez mightbe beneficial to your bank account, butpeople have been sent to prison for doingso.Also see: pirate, software piracy.WASD controls Jargon. A videogamecontrol scheme that used the W, A, S <strong>and</strong>D keys on a keyboard to control forward,leftward, backward <strong>and</strong> rightward charactermovement, respectively. Often usedin first-person computer games <strong>and</strong>paired with mouse control of the player’sdirection <strong>and</strong> perspective.Example: <strong>The</strong> popularity of the originalDoom ensured that WASD controlswould become the st<strong>and</strong>ard for the firstpersonshooter genre.Also see: controls, strafe.Wi-Fi A form of wireless local areanetwork (WLAN) based on the IEEE802.11 st<strong>and</strong>ard.Note that not all wireless networksuse the Wi-Fi st<strong>and</strong>ard. Wi-Fi should notbe used as a generic term to describe anywireless LAN.Example: Though the Xbox 360 doesn’thave Wi-Fi support built in, Microsoftoffers a small USB attachment to connectthe system to your Wi-Fi network.Wrong: Wifi, WiFi, wifi, wirelessfidelityAlso see: WLAN.Wii See System Names (appendix).Wii remote Acceptable on all referencesto the st<strong>and</strong>ard Wii controller. <strong>The</strong>optional attachment that includes ananalog stick is called the Nunchuk.Example: <strong>The</strong> Wii remote is all that’snecessary for most Wii Sports minigames,but the boxing mini-gamerequires the Nunchuk as well.Wrong: Wiimote, wii remoteAlso see: controller, System Names(appendix).Windows See Operating Systems(appendix).WLAN Technical. Short for wirelesslocal area network – a local network thatconnects network nodes together wirelessly.Wi-Fi is a popular form of WLAN.WLAN acceptable on all references.


67Example: Having a WLAN set updramatically simplifies the coordinationof a LAN party.Also see: LAN, LAN party, Wi-Fi.WonderSwan See System Names(appendix).world A game’s overall environmentor setting, or a specific in-game areawhich shares a common conceptual <strong>and</strong>graphical theme.Certain games are separated into levels,missions, or stages rather thanworlds – go by the description used bythe game itself whenever possible.Example: <strong>The</strong> world of Lost Planet isdangerous for two reasons: Sub-zerotemperatures <strong>and</strong> the fact it’s filled withgiant bugs.Also see: level, mission, stage.Xbox, Xbox 360 See System Names(appendix).Xbox Live Microsoft’s network foronline multiplayer gaming, communication<strong>and</strong> content downloads on the Xbox<strong>and</strong> Xbox 360.Wrong: Xbox Live!, Xbox 360 Live,Live.Also see: leaderboard, multiplayer,online.


68APPENDICES


69System NamesGeneral RulesPrecede system names with an article.<strong>The</strong> Xbox sold well this month notXbox sold well this month.In general, avoid pluralizing systemnames; use terms like units, consoles orsystems instead. Microsoft sold 100,000units of the Xbox 360 this month. NOT:Microsoft sold 100,000 Xbox 360s thismonth. See the system entry.List the company name with the systemname on first reference unless thecompany name is included the systemname (as in Super NintendoEntertainment System or ColecoVision).Company name is optional after first reference.System abbreviations listed belowshould never be used on first reference.In mainstream contexts, list the abbreviationin parentheses after the first reference.Foreign System NamesIn general, identify a system by itsdomestic name unless you are specificallyreferring to the foreign version of thesystem. Identify the domestic counterpartto the foreign system on the firstreference in mainstream contexts. <strong>The</strong>Nintendo Famicom (the Japanese versionof the Nintendo Entertainment System)was a phenomenal success in its nativel<strong>and</strong>.System ListingEntries are in the form: First<strong>Reference</strong> – Further <strong>Reference</strong>s(Abbreviation). If no further referenceform is listed, use the full name on allreferences. Abbreviations should neverbe used on first reference; do not abbreviatesystem names with no abbreviationlisted. Refer to original packaging <strong>and</strong>the general rules above for unlistedsystems.3DO Panasonic was one of a number oflicensees that secured rights to produce3DO systems. <strong>The</strong> systems weredesigned by <strong>The</strong> 3DO Company, whichdoes not have to be listed with the name.It’s an O (“oh”) not a 0 (“zero”).Atari 2600 (2600) Also referred to asthe Atari <strong>Video</strong> Computer System –Atari VCS acceptable on all references;VCS acceptable after first reference.Atari Jaguar – JaguarAtari Lynx – LynxB<strong>and</strong>ai WonderSwan – WonderSwanColecoVisionMagnavox Odyssey – Odyssey <strong>The</strong> firstvideogame console sold commercially.Magnavox Odyssey2 – Odyssey2Mattel Intellivision – IntellivisionMicrosoft Xbox – XboxMicrosoft Xbox 360 – Xbox 360NEC TurboGrafx-16 –TurboGrafx-16 (TG-16)In Japan: NEC PC EngineNEC TurboExpress – TurboExpressIn Japan: PC Engine GTNEC TurboGrafx-CD –TurboGrafx-CD (Turbo-CD) Peripheral systemfor the TurboGrafx-16NEC TurboDuo – TurboDuo Combo systemwith the TurboGrafx-16 <strong>and</strong>TurboGrafx-CD in one unit.Nintendo 64 (N64)Nintendo 64 Disk Drive (N64DD)Peripheral system for the Nintendo 64.Released only in Japan.


70Nintendo DS (DS) Do not exp<strong>and</strong> toDual Screen.Wrong: <strong>Game</strong> Boy DSNintendo DS Lite (DS Lite) Use onlywhen referring to a specific NintendoDS Lite unit or units. Use the more generalNintendo DS in other cases.Nintendo Entertainment System (NES)In Japan: Nintendo FamicomNintendo <strong>Game</strong> Boy – <strong>Game</strong> Boy (GB)May be referred to as the original <strong>Game</strong>Boy for clarity.Nintendo <strong>Game</strong> Boy Advance – <strong>Game</strong> BoyAdvance (GBA)Nintendo <strong>Game</strong> Boy Advance SP – <strong>Game</strong>Boy Advance SP (GBASP) Use only whenreferring to a specific <strong>Game</strong> BoyAdvance SP unit or units. Use the moregeneral <strong>Game</strong> Boy Advance in othercases.Nintendo <strong>Game</strong> Boy Color –<strong>Game</strong> Boy Color (GBC)Nintendo <strong>Game</strong> Boy Micro Use onlywhen referring to a specific <strong>Game</strong> BoyMicro unit or units. Use the more generic<strong>Game</strong> Boy Advance in other cases.Nintendo <strong>Game</strong> Boy Pocket Use onlywhen referring to a specific <strong>Game</strong> BoyPocket unit or units. Use the moregeneric <strong>Game</strong> Boy in other cases.Nintendo <strong>Game</strong>Cube – <strong>Game</strong>Cube (GCN)NGC is the name of a Japanese phonecompany. Do not use it as anabbreviationNintendo Virtual Boy – Virtual Boy (VB)Nintendo Wii – Wii From Nintendo’s E32006 <strong>Style</strong> <strong>Guide</strong> supplement: “<strong>The</strong> nameworks best at the beginning of declarativestatements. For clarity, it is best toavoid passive verbs <strong>and</strong> prepositions.”Nokia N-Gage – N-GagePhillips CD-i – CD-iSega 32X – 32X A peripheral systemfor the Sega GenesisSega CD A peripheral system for theSega GenesisSega CDX Only use to refer to thesmall Sega Genesis/Sega CD combinationunit released in March 1994Sega Dreamcast – Dreamcast (DC)Sega <strong>Game</strong> Gear – <strong>Game</strong> Gear (GG)Sega Genesis – GenesisIn Japan: Sega Mega Drive (MD)Sega Master System (SMS) Do notshorten to Master System.Sega Saturn – SaturnSNK Neo-Geo – Neo-Geo (NG)SNK Neo-Geo Pocket –Neo-Geo Pocket (NGP)SNK Neo-Geo Pocket Color – Neo-GeoPocket Color (NGPC)


71Sony PlayStation – PlayStation (PS) Donot abbreviate PSX or PS1, as these canbe confused with distinct products in thePlayStation line.Do not refer to as PlayStation 1 orPlaystation One.May be referred to as the originalPlayStation for clarity.Sony PlayStation 2 – PlayStation 2 (PS2)Sony PlayStation 3 – PlayStation 3 (PS3)Sony PlayStation Portable –PlayStation Portable (PSP)Sony PSOne – PSOne Only use to referto the smaller white PlayStation unitreleased in January 2002Sony PSX – PSX Only use to refer tothe PlayStation 2/DVD-recorder combodrive released in Japan in 2003Super Nintendo Entertainment System –Super Nintendo (SNES)In Japan: Super FamicomTiger <strong>Game</strong>.com – <strong>Game</strong>.comVectrex


72OperatingSystemsAn operating system is a special pieceof software that controls the basic functionsof a computer. OS acceptable afterfirst reference.Always capitalize the names of operatingsystems. Preceding the name of anoperating system with the company thatmakes it is optional.When referring to computer games,identify what operating system they aredeveloped for. EA is releasing MaddenNFL 08 for Windows PCs.NOT:EA isreleasing Madden NFL 08 for the computer.Specify individual versions of the operatingsystem only if context requires (i.e.in discussions of system requirements).Use the following examples whenreferencing operating systems.Microsoft DOS – DOS acceptable on allreferences.DOS 6.0Microsoft Windows – Windows acceptableon all references. Windows computerscan be referred to as PCs on allreferences.Windows 3.1Windows 95Windows 98Windows 2000Windows MEWindows XPWindows VistaApple Macintosh – Macintosh or MacOS acceptable on all references.Mac OS 9.1Mac OS XLinux – Do not refer to specific distributionsof Linux.


73GenresGeneral RulesBe wary when placing a game into anexplicit genre. Different readers havedifferent ideas about what qualifies asa genre <strong>and</strong> what makes a game partof a particular genre. Many readers –<strong>and</strong> writers – consider putting gamesinto predefined genres as a false distinction.Whenever possible, describethe gameplay more fully instead ofsimply shoehorning gameplay into astrict genre definition.Examples are given only for guidance. Ingeneral, avoid describing a game genrein terms of a prototypical game. Avoiddescribing a game as a clone of anothergame unless absolutely necessary. Sonicis a platform game. NOT: Sonic is yourbasic Mario clone.Genre names should always be writtenin lower case.Noun versions of genre names (i.e. racer,fighter, first-person shooter) are consideredjargon. When possible, use the full form:racing game; fighting game.Genres are constantly being created <strong>and</strong>becoming defunct, evolving <strong>and</strong> intersectinginto totally new categories. In fact, someentries on this list will likely be obsoleteby the time this guide goes to press.Combining Genres/New GenresIf a game blends two distinct genresthat are not listed as a combination onthis page, combine them using hyphens:racing-platform; rhythm-puzzle. Be certainthat the game contains sufficientelements of both genres to justify a newterm. If one genre is dominant, thegame might be better described as havingelements of the second genre.Example: Tony Hawk’sUnderground is an extreme sports gameat its core, but the option to traverselevels on foot adds adventure elementsto the mix.Common Modifiers<strong>The</strong> following terms are often used todistinguish major subsets of largergenres.first-person: Any game where theplayer views the action through theeyes of the player character for most orall of the gameplay.Common usages: first-person shooter(Doom, Serious Sam); first-personaction (Metroid Prime).massively-multiplayer online: Any gamefeaturing a large number of playersinteracting in a persistent worldthrough online communication withother players. Abbreviation to MMO isacceptable after first reference.Common usage: massively-multiplayeronline role-playing game(MMORPG acceptable after firstreference).real-time: A game in which actiondoes not stop for the entry of comm<strong>and</strong>s.Common usage: real-timestrategy.simulation: When used alone,describes a game whose sole or mainpurpose is to simulate real-worldprocesses, often without a final goal orexplicit purpose (SimCity, Humans).When used with another genre name,describes an example of that genre thatfavors realism over abstraction. Simacceptable after first reference.Common usages: racing simulation(Gran Turismo), fighting simulation(Virtua Fighter).


74text-based: A game in which input<strong>and</strong> output are largely limited to text.Text-based games can have graphics,but they are usually secondary to thetext itself.Common usages: text-based adventure,text-based role-playing.third-person: Used to describe games orsituations played from a perspectiveremoved from the character. <strong>The</strong> action isgenerally viewed from above or behind acharacter via either a user-controlled orfixed camera.Common usages: third-person action,third-person shooter.turn-based: A game that pauses theaction periodically to allow the input ofcomm<strong>and</strong>s.Common genres: turn-based strategy,turn-based role-playing.List of Common GenresThis list of genres is by no meansexhaustive, but it represents some of thegenres most commonly encountered invideogame discourse. Descriptions, distinguishingcharacteristics <strong>and</strong> examples areprovided as a general guide – differentreaders will have different ideas of whatmakes a game part of a particular genre.action: <strong>Game</strong>s that emphasize combat<strong>and</strong> fighting. Usually involves workingthrough distinct levels to reach boss battles.Historically, action has been used asan incredibly broad catch-all genre forany game that involves combat.Examples: Ikari Warriors, MonsterMadness: Battle for Suburbia.Differs from adventure: Action gamesfocus more on combat <strong>and</strong> h<strong>and</strong>-eye coordinationDiffers from platform: Action gamesfocus less on jumping puzzles <strong>and</strong> navigatingcomplex passages.Differs from fighting: Action gamesfocus on a succession of massive battleswith some exploration rather than distinctone-on-one fights.action-adventure: <strong>Game</strong>s combining elementsof both the action <strong>and</strong> adventuregenres.Examples: Tomb Raider, Scarface:<strong>The</strong> World is Yours.<strong>The</strong> line between action <strong>and</strong> actionadventure(or action-role-playing) is oftenvery thin, usually depending on the relativeimportance of combat (action), puzzle-solving(adventure) <strong>and</strong> statisticalcharacter development (role-playing). Useyour discretion.adventure: <strong>Game</strong>s which focus on problem-solving<strong>and</strong> puzzles with little to noaction. Examples: Maniac Mansion,King’s Quest.Differs from role-playing: Adventuregames have little to no statistical characterdevelopment or leveling up involved.Common modifier: point-<strong>and</strong>-click – Anadventure game in which your characteris displayed on screen <strong>and</strong> control is primarilymouse-driven.beat-’em-up: Jargon. Action games thatfeature h<strong>and</strong>-to-h<strong>and</strong> combat againstswarms of opponents. Interchangeablewith brawler, also jargon.Examples: Final Fight,Streets of Rage.compilation: A single disc or cartridgethat collects many previously-releasedgames into one package.Examples: Activision Anthology,Namco Museum.extreme sports: <strong>Game</strong>s featuring representationsof unconventional actionsports; games that require, or encourage,the execution of tricks.Examples: Tony Hawk’s Pro Skater,SSX Blur.fighting: <strong>Game</strong>s that focus exclusivelyon one-on-one combat.Examples: Street Fighter II, VirtuaFighter.


75flight simulation: <strong>Game</strong>s that representa realistic simulation of airplane physics,sometimes with an emphasis on combat.Examples: Falcon, Microsoft FlightSimulator.god game: Jargon. Use simulationinstead.hack-<strong>and</strong>-slash: Jargon. <strong>Game</strong>s thatfocus on melee-heavy fantasy combat.Examples: Dynasty Warriors, GoldenAxe.party: <strong>Game</strong>s that focus on short, simplemini-games which are designed to beplayed by multiple players.Examples: Mario Party, FuzionFrenzy 2.platform: <strong>Game</strong>s focusing on jumpingor navigational challenges. Often includeelements of action games.Examples: Pitfall, Super Mario Bros.Differs from action: Platform gamesfocus more on jumping <strong>and</strong> navigatingcomplex passages than on combat.puzzle: <strong>Game</strong>s that involve abstractpuzzle-solving exclusively.Examples: Tetris, Bust-a-Move.racing: <strong>Game</strong>s featuring time-basedcompetition between characters or vehicles.Examples: Super Mario Kart,Gran Turismo.role-playing: <strong>Game</strong>s in which youassume the role of a character or groupthat must solve problems, interact withnon-player characters <strong>and</strong> engage in combat,with statistical character developmentparamount. RPG acceptable afterfirst reference. Combat may be turn-basedor real-time.Examples: Final Fantasy, DragonQuest.Common modifiers:action role-playing: Role-playing gameswith an emphasis on real-time exploration<strong>and</strong> melee combat. Action RPGacceptable after first reference.Examples: <strong>The</strong> Legend of Zelda,Diablo.tactical role-playing: Turn-based roleplayinggames that emphasize characterpositioning, movement <strong>and</strong> attack rangeon a clearly delineated battlefield. TacticalRPG acceptable after first reference.Examples: Final Fantasy Tactics,Disgaea.rhythm: <strong>Game</strong>s which focus on keepingtime with music, whether through buttonpresses on a st<strong>and</strong>ard controller ormanipulation of a special controller suchas a dance pad or microphone.Examples: Dance Dance Revolution,Space Channel 5.shoot-’em-up: Jargon. <strong>Game</strong>s definedby their frenetic pace, emphasis on ostentatiousweapon-based combat <strong>and</strong> massivebody counts. <strong>Game</strong>s that usuallyinvolve flying or driving a vehicle <strong>and</strong>shooting everything on screen other thanyourself. Often abbreviated as shmup, alsojargon.Examples: R-Type, Gradius.Differs from first-person shooter: Shoot-’em-ups don’t use a first-personperspective.sports: <strong>Game</strong>s featuring representationsof real-world sports.Examples: Madden NFL 07,Sensible Soccer.stealth: Action games that emphasizeconflict avoidance <strong>and</strong> encourage the useof stealth tactics, including hiding <strong>and</strong>observing enemies from afar.Examples: Metal Gear Solid,Splinter Cell.


76strategy: <strong>Game</strong>s emphasizing tacticalmanagement of resources <strong>and</strong> territoryagainst a human or computer controlledopponent or opponents.Common modifiers:real-time strategy: RTS acceptable afterfirst reference.Examples: Starcraft, TotalAnnihilationturn-based strategy: Examples:Advance Wars, Civilizationsurvival horror: Adventure or actionadventuregames focused on generatingfear <strong>and</strong> suspense, often with limitedresources provided to the playercharacter.Examples: Resident Evil, Silent Hillvehicular combat: Action games featuringthe explicit use of vehicles.Examples: Twisted Metal: Black,Destruction DerbyDiffers from racing: Vehicular combatfocuses more on destruction rather thanquick navigation of a course.


77Review<strong>Guide</strong>lines<strong>The</strong> style of game reviews ultimatelydepends on the editorial direction <strong>and</strong>philosophy of the publication runningthem. <strong>The</strong>re are, however, some generalguidelines to keep in mind when craftinggame evaluations.Avoid first- <strong>and</strong> second-person referencesin your reviews. Keep your writingsquarely focused on the subject matter.Remove yourself <strong>and</strong> the reader from thereview.Example: <strong>The</strong> boomerang is used todefeat the boss found in the third dungeon.Wrong: I defeated the boss in thethird dungeon with the boomerang.Wrong: You defeat the boss in thethird dungeon by using the boomerang.Remember that each player’s experiencewith a game in unique. Avoid generalizingabout experiences or featuresthat might be unique only to yourplaythrough. For instance, avoid usingthe phrase “hours of gameplay” todescribe the longevity of a game, sincedifferent players will spend differentamounts of time with the title.Craft the review to the audience.Avoid use of jargon like “boss” or “1-up” ifthe readers might not have a deep familiaritywith gaming.Use specifics as often as possible.Avoid abstractions. <strong>The</strong> more specificdetails included, the more likely you willengage a reader with your writing.Example: <strong>The</strong> lock-on targeting featureallows players to spend less timeaiming <strong>and</strong> more time trying to figureout how to defeat the enemy troops.Wrong: <strong>The</strong> game’s targeting systemis well-designed <strong>and</strong> fun to use.Ask yourself: How did the game makeyou feel while playing it? Frustrated?Angry? Powerful? Overwhelmed?Useless? Make those feelings comethrough for the reader.Avoid cleverness <strong>and</strong> word games.Don’t waste time trying to come up withan overly complicated, clever opening<strong>and</strong>/or closing. Get to the heart of thematter. Be quick about it.Keep your reviews concise. Timespent reading about videogames is timethat your reader could be spending playingvideogames!<strong>The</strong> easiest games to write about arethe ones that are very good or very bad.<strong>The</strong> hardest games to write about arethe mediocre <strong>and</strong>/or nondescript games.Unless specified by your assigningeditor or formal publication policy, don’tseparate your review into distinct sections.(Paragraph one covers graphics,paragraph two deals with gameplay, etc.)Instead, weave all these elements into asingle, compelling critical narrative.When editorial policy calls for givinga game a review score, be fair. Not everygame produced is an A, <strong>and</strong> most probablyare not even a B. In a world where Cis average, dole out the praise sparingly.Puffing up the score for an average gameis not fair to the game or the reader.Be bold. Be brave. Say somethinginteresting. Ask yourself: What makesyour review st<strong>and</strong> out from the hundredsof other reviews being written at thisvery moment?


78Top-SellingSystemsFigures represent the best data availableat press time (April 2007) unlessotherwise noted <strong>and</strong> should be consideredestimates. Data was obtained froma variety of sources, including publiccompany records <strong>and</strong> news reports. Forup to date sales data estimates for currentsystems, see http://www.vgcharts.org.Unlisted systems sold less than fivemillion units worldwide. All numbers arein millions <strong>and</strong> represent worldwideunits shipped unless otherwise noted.Atari 2600: 25Nintendo Entertainment System: 61.91Japan: 19.35North America: 34Other: 8.56<strong>Game</strong> Boy: 118.69 (Including Pocket<strong>and</strong> Color)Japan: 32.47North America: 44.06Other: 42.16Sega Genesis: 30.75Japan: 3.58North America: 8.8Other: 18.37Super Nintendo Entertainment System: 49.1Japan: 17.17North America: 23.35Other: 8.58Sega Saturn: 9.26Japan: 5.74Other: 3.52Sony PlayStation: 102.49Japan: 21.59North America: 40.78Europe: 40.12Nintendo 64: 32.92Japan: 5.54North America: 20.63Europe: 6.75Sega Dreamcast: 10.6Japan: 2.3North America: 4.6Other: 3.7Sony PlayStation 2: 115.36Japan: 24.76North America: 46.53Europe: 44.07Microsoft Xbox: 24Nintendo <strong>Game</strong>Cube: 21.52Japan: 4.02<strong>The</strong> Americas: 12.74Other: 4.76Nintendo <strong>Game</strong> Boy Advance (includingSP <strong>and</strong> Micro): 78.86 (through 2006)Japan: 16.64<strong>The</strong> Americas: 40.7Other: 21.52Nintendo DS (including DS Lite): 38.26(As of March 2007)Japan: 15.68<strong>The</strong> Americas: 10.97Other: 11.61Sony Playstation Portable: 20.98 (As ofMarch 2007)Japan: 5.43USA: 7.99Europe: 7.56Microsoft Xbox 360: 9.68Japan: 0.38<strong>The</strong> Americas: 6.04Others: 3.26Nintendo Wii: 6.58Japan: 2.12<strong>The</strong> Americas: 2.64Other: 1.82Sony PlayStation 3: 3.15Japan: 0.87<strong>The</strong> Americas: 1.37Other: 0.91


79A Brief Historyof <strong>Video</strong>gamesAntecedentsPrehistory• People play…with rocks <strong>and</strong> sticks.• Sports <strong>and</strong> physical competition areborn.• Board <strong>and</strong> card games originate.1800s A political cartoon shows AbeLincoln playing Bagatelle, a pinball precursor.1889 <strong>The</strong> Marufuku Company is foundedin Japan to make playing cards. <strong>The</strong>company will later change its name toNintendo.1931 Gottlieb releases Baffle Ball <strong>and</strong>launches the pinball industry. Use of pinballby gambling <strong>and</strong> organized crimeinterests leads to government regulationin many locales.1933 Williams builds Contact, the firstelectro-mechanical pinball machine.1937 <strong>The</strong> first electronic computer, theAtanasoff-Berry Computer, is built.1947 Tokyo TelecommunicationsEngineering Company is founded byAkio Morita <strong>and</strong> Masaru Ibuka. <strong>The</strong>company starts building pocket transistorradios <strong>and</strong> grows into the global consumerelectronics company known todayas Sony.1954 David Rosen begins importing photobooths to Japan; his company will eventuallybecome Sega.1957 <strong>The</strong> Soviet Union launchesSputnik. Machines grow as entertainmentdevices alongside growing fearsabout technology.<strong>The</strong> Dawn of <strong>Video</strong>games1958 Willy Higinbotham builds an oscilloscopedemonstration that allows playersto enjoy a form of tennis at BrookhavenNational Labs. Tennis for Two is widelyconsidered the first videogame.1961 MIT student Steve Russell createsSpacewar on a $120,000 PDP-1mainframe computer. Other early mainframegames include Hammurabi – asimulation game; Advent – an adventuregame; <strong>and</strong> Lunar L<strong>and</strong>er – a text-basedspaceship l<strong>and</strong>ing simulation.1966 Sega’s coin-operated mechanicalgame Periscope becomes a hit in Japan<strong>and</strong> is exported to the rest of the world.Players pay 25 cents per game. Althoughthis was considered an excessive cost atthe time, the quarter becomes the st<strong>and</strong>ardfee for arcade game play.1968 Ralph Baer patents the idea of an“interactive television game.”1971 Nolan Bushnell ships ComputerSpace for Nutting Associates; the gameis generally considered the first nonmechanicalcoin-operated arcade game.<strong>The</strong> game fails to attract an audience –many consider it to be too complicated.1972 Magnavox releases the Odyssey, thefirst home videogame system, usingBaer’s technology.1972 Bushnell starts Atari. Al Alcorn createsPONG, inspired by Baer’s designs.<strong>The</strong> game quickly overflows the coin boxat its first test location <strong>and</strong> goes on tobecome a massive arcade hit.1972 - 1977 Many companies enter thevideogame market with PONG clones forthe arcade <strong>and</strong> home. By 1977 the fadhas died <strong>and</strong> the videogame marketexperiences its first “hardware crash.”


80<strong>The</strong> Atari Era <strong>and</strong>the Golden Age of Arcades1976 Mattel releases Auto Race, the firsth<strong>and</strong>held videogame.1977 Atari releases the 2600. It comesbundled with Combat, a game based onthe arcade hit Tank.1978 Taito’s Space Invaders arrives inarcades. <strong>The</strong> game causes a nationwideshortage of 100-yen coins in Japan.1978 Bushnell forced out at Atari; foundsChuck E. Cheese restaurant/arcade franchise.1979 Ex-Atari engineers start Activision,the first third-party developer.1979 Asteroids is released.1979 Adventure, the first game to featurean Easter egg, is released for the Atari2600.1980 Battlezone, considered the originalfirst-person shooter, is released.1980 Defender, the first game to feature amini-map, is released.1980 Pac-Man is released.1980 Tempest is released <strong>and</strong> helps startthe games-as-art debate.Personal Computers Arrive1979 Flight Simulator released for theApple II <strong>and</strong> TRS-80.1979 Roberta <strong>and</strong> Ken Williams found On-Line Systems, which will eventuallybecome Sierra Entertainment.1980 Zork is released for the Apple II.1980 Richard Garriott codes Akalabeth onApple IIe; the Ultima series is born.1982 Trip Hawkins founds Electronic Arts.1983 EA’s One-on-One featuring JuliusErving <strong>and</strong> Larry Bird becomes the firstlicensed sports videogame.<strong>The</strong> End of the Atari Era1982 Shigeru Miyamoto repurposes oldRadar Scope arcade cabinets intoDonkey Kong. <strong>The</strong> game is the firstappearance of Mario <strong>and</strong> becomes animprobable hit for Nintendo.1982 Retailers return millions ofunsellable E.T. <strong>and</strong> Pac-man cartridgesfor the Atari 2600. <strong>The</strong> cost of absorbingthe returns is identified as one of thecauses of the second videogame crash.1983-85 Second videogame crash. Toomany low-quality games result in arapid drop in software prices. In 1982,industry revenues sat at $3 billion; by1985 they decline to $100 million. Atarialone loses $539 million in 1983.<strong>The</strong> 8-Bit Era:<strong>The</strong> Return of the Consoles1983 <strong>The</strong> Family Computer (Famicom) isreleased in Japan.1984 Alexei Pajitnov creates a computerversion of Tetris while working atDorodnicyn Computing Centre of theAcademy of Science of the USSR.1985 <strong>The</strong> American version of theFamicom, the Nintendo EntertainmentSystem (NES), is test-marketed in NewYork City. Super Mario Bros. debuts.1986 - 1991 <strong>The</strong> NES is a huge hit worldwide,selling over 60 million units <strong>and</strong>dominating the home videogame market.<strong>The</strong> 16-bit Era1989 Sega launches the Genesis, the first16-bit game console. Interest in the NESstarts to decline.


811989 Nintendo launches the <strong>Game</strong> Boywith Tetris packed in. <strong>The</strong> system will goon to sell over 100 million units worldwide<strong>and</strong> dominate the h<strong>and</strong>held gamingmarket until the release of the <strong>Game</strong>Boy Advance in 2001.1990 Super Mario Bros. 3 is released. Itbecomes a huge hit for the NES, grossing$500 million.1991 <strong>The</strong> Super Nintendo EntertainmentSystem (Super NES) is released.1991 id Software’s first-person shooterWolfenstein 3D ships <strong>and</strong> puts computergaming back on the map.1991 Civilization is released for the PC.1992 Westwood releases Dune II, establishingthe real-time strategy genre.<strong>The</strong> PC Strikes Back1989 Will Wright creates SimCity.1993 Myst is released for the Macintosh<strong>and</strong> becomes the first major videogame topush CD-ROM technology <strong>and</strong> high-endmultimedia.1993 Doom is released for the PC.<strong>The</strong> Next Generation <strong>and</strong> Beyond1994 <strong>The</strong> Sony PlayStation <strong>and</strong> SegaSaturn are launched in Japan. <strong>The</strong>PlayStation goes on to become Sony’s bestselling product while the Saturn quicklyflops.1995 <strong>The</strong> Saturn <strong>and</strong> PlayStation arereleased in North America.1996 <strong>The</strong> Nintendo 64 launches, <strong>and</strong> is thelast major cartridge-based home system.1999 Sega launches the Dreamcast in anattempt to overcome the mistakes madewith the Saturn. <strong>The</strong> system flounders inthe marketplace despite critical praise forgames such as Seaman <strong>and</strong> Soul Calibur.First system with a built-in modem.2000 Sony launches the PlayStation 2.<strong>The</strong> system goes on to dominate the marketwith over 100 million systems soldworldwide over the next seven years.2000 <strong>The</strong> Sims launches <strong>and</strong> goes on tobecome the biggest selling PC game of itsera.2001 Dreamcast pulled from the market,Sega leaves the hardware business tobecome a third-party software publisher.2001 Nintendo’s <strong>Game</strong> Boy Advance <strong>and</strong><strong>Game</strong>Cube are both released.2001 Microsoft launches the Xbox <strong>and</strong>loses a reported $1.5 billion in the first 18months. Still, the system establishesMicrosoft as a viable player in the gamesbusiness.2004 Halo 2 attracts approximately 1.5million pre-orders, gaining worldwidemedia attention.<strong>The</strong> Rise of the MMO1996 Meridian 59 is released as the firstgraphical massively-multiplayer onlinegame.1997 Ultima Online successfully exp<strong>and</strong>sthe audience for MMOs.1999 EverQuest <strong>and</strong> Asherons’ Callreleased. MMO role-playing games reachnew level of popularity <strong>and</strong> relevance.<strong>The</strong> slang term “Evercrack” enters thecultural vocabulary to represent thegenre’s addictive qualities.2002 Microsoft launches Xbox Live; millionsof gamers pay a fee for the premiumonline service.2002 <strong>The</strong> Sims Online ships.2003 Star Wars Galaxies, an MMO set inthe Star Wars universe, ships.2004 World of Warcraft ships, goes on todominate the MMO market with over 8million subscribers.


82<strong>The</strong> High-Definition Generation(<strong>The</strong> Next Next Generation)2004 <strong>The</strong> Nintendo DS, the first dualscreenedportable, launches. <strong>The</strong> touchscreen-enableddevice grows from curiousgaming oddity to top-selling portablesystem.2004 Sony launches its long-theorizedh<strong>and</strong>held system, the PlayStationPortable. <strong>The</strong> all-purpose device playsmovies, games, <strong>and</strong> music, <strong>and</strong> can connectto the Internet wirelessly.2005 <strong>The</strong> Xbox 360 ushers in the era ofhigh-definition console gaming with supportfor 720p resolution in every game.2006 Brain Age: Train Your Brain inMinutes a Day on the Nintendo DS generatesa new level of mainstream interestin gaming.2006 <strong>The</strong> PlayStation 3 ships in NorthAmerica.2006 Nintendo’s Wii becomes the nextgenconsole of choice over the 2006 holidayseason, thanks in part to its novelmotion-sensitive controller <strong>and</strong> therelease of the first Zelda game –Twilight Princess – in three years. Still,the PlayStation 2 outsells all other consolesduring the same period.


83NotableCharactersCapitalize character names as propernames on all references. For charactersnot listed below, refer to in-game text oraccompanying instruction manual forspelling. If no name is given, use a shortdescription of the character.Example: Your ship in Defender canwarp to another level.Wrong: Use the warp to transportShip to another level.If a character shares his/her/its namewith the game, italicize the name onlywhen referring to the game, not thecharacter.CHARACTERS:Aeris Gainsbourough: Aeris acceptableon all references. Not: Aerith.Bowser: Final boss of many Mariogames. Not: Koopa.Crash B<strong>and</strong>icoot: Star of popular seriesdeveloped by Naughty Dog. CrashB<strong>and</strong>icoot is not the official mascot ofSony or the PlayStation. Crash acceptableon all references.Dr. Robotnik: <strong>The</strong> main boss/antagonistof nearly every Sonic the Hedgehoggame.Duke Nukem: Never use Nuke’m,Nuk’em, etc.Dig Dug: Italicize the game name, butnot the character name.Donkey Kong: Star of Donkey Kongseries of games. Appeared in DonkeyKong Country, but not its sequels.Frogger: Proper name for the maincharacter in the Frogger series.Jak <strong>and</strong> Daxter: Stars of the eponymousaction-adventure series.Ken Masters: <strong>The</strong> popular, blondAmerican from the Street Fighter series.Ken acceptable on all references.Lara Croft: <strong>The</strong> buxom main characterfrom the Tomb Raider franchise.Immortalized in a series of films starringactress Angelina Jolie.Leisure Suit Larry: <strong>The</strong> libido-driven leadof the eponymous series of saucy, tonguein-cheekadventure games.Link: Protagonist in <strong>The</strong> Legend ofZelda series.Luigi: Mario’s brother, eternal understudyof the Super Mario Bros. series.Mario: Plumber (originally carpenter)mascot of Nintendo, star of over 100games. Never refer to him as SuperMario.Master Chief: Protagonist in the Halogame series.Mega Man: Robotic star of dozens ofaction games. Always two words.Ms. Pac-ManPac-ManPrincess Toadstool: Used interchangeablywith Princess Peach to describe thedamsel-in-distress/heroine of the Marioseries.Ryu: Popular Japanese brawler fromthe Street Fighter series.Ryu Hyabusa: Headliner of the NinjaGaiden series.Samus Aran: Armored heroine of theMetroid series. Samus acceptable afterfirst reference.Sims: Use specific avatar names forindividual Sims.Solid Snake: Protagonist for most of theMetal Gear <strong>and</strong> Metal Gear Solid series.Snake acceptable after first reference,but be careful of context to avoid confusionwith other characters named Snake.


84Sonic the Hedgehog: Sega’s mascot,known for his speed <strong>and</strong> trademarksneakers. Sonic acceptable on all references.Tommy Vercetti: Star of Gr<strong>and</strong> <strong>The</strong>ftAuto: Vice City, but not its sequels orprequels.Yoshi: Mario’s mountable dinosaur pal.First appeared in Super Mario World.Zelda: Princess rescued in the Legendof Zelda series. <strong>The</strong> hero/protagonist ofthe series is Link.


85NotableCompaniesSpecific units, divisions <strong>and</strong> branchesof each company may use specific styleor nomenclature not listed below. Do notfollow company names with Co., Ltd.,Corp., etc. except in business contexts.Be as specific as possible when referencingsubsidiary companies; see developer,publisher entries.2K <strong>Game</strong>s2K Sports<strong>The</strong> 3DO Company (now defunct)Acclaim Entertainment (now defunct)ActivisionAspyr MediaAtariATIAtlusBethesda SoftworksBioWareBlizzard EntertainmentDisney Interactive Studios (formerlyBuena Vista Interactive)CapcomCodemastersCrave EntertainmentCrystal DynamicsData EastEA Mobile <strong>Game</strong>se<strong>Game</strong>sEidos InteractiveElectronic ArtsEnix: Merged with Square Soft to formSquare Enix in April, 2003. Refer to Enixonly in historical contexts.Epic <strong>Game</strong>sFuncom<strong>Game</strong>loftGroove <strong>Game</strong>sGT Interactive (acquired by Infogrames)H<strong>and</strong>s-On MobileHarmonix (acquired by MTV)I-playid SoftwareIgnition EntertainmentIguana EntertainmentInterplay EntertainmentKOEIKonamiLucasArtsMad CatzMajesco EntertainmentMattelMaxis (acquired by Electronic Arts)Microprose (acquired by HasbroInteractive)MicrosoftMicrosoft <strong>Game</strong> StudiosMidwayNamco B<strong>and</strong>ai <strong>Game</strong>sNCsoftNeversoftNintendoNIS AmericaNVIDIANyko


86O3 EntertainmentOrigin Systems (acquired byElectronic Arts)Psygnosis (now defunct)Raven SoftwareRazerRedOctane (acquired by Activision)Rockstar <strong>Game</strong>sSCi <strong>Game</strong>sSega Sammy HoldingsSierra Entertainment (acquired byVivendi Unviersal <strong>Game</strong>s)Sony Computer Entertainment Inc.Sony Online EntertainmentSony Pictures Digital(mobile phone games)Spectrum Holobyte(acquired by Hasbro Interactive)Square Soft: Merged with Enix to createSquare Enix in April 2003. Refer toSquare Soft only in historical contexts.Square Electronic Arts LLC (owned bySquare <strong>and</strong> Electronic Arts. Folded backinto Squaresoft, Inc. <strong>and</strong> changed toSquare Enix, Inc.)Square EnixStardockStrategic Simulations, Inc. (“SSI”)TaitoTake 2 InteractiveTechnos Japan Corporation (now defunct.Assets acquired by Atlus)THQTHQ WirelessUbisoftUS Gold (acquired by Eidos Interactive)Virgin Interactive EntertainmentVivendi Universal <strong>Game</strong>sWebzenXS <strong>Game</strong>sXSEED


87Notable NamesAl Alcorn: Designer of PONG.Robert “Robbie” Bach: President of theEntertainment & Devices division atMicrosoft, where he is in charge of theXbox/Xbox 360 product line.Ralph Baer: Creator of the first homegaming console, the Magnavox Odyssey.Clifford “CliffyB” Bleszinski: Energeticdesigner for Epic <strong>Game</strong>s, known for hiswork on the Unreal series <strong>and</strong> Gears ofWar.Bruno Bonnell: Founder of Infogrames,<strong>and</strong> former chairman <strong>and</strong> chief creativeofficer of Atari.Ed Boon: Creative director at Midway;responsible for the Mortal Kombatseries.Nolan Bushnell: Creator of ComputerSpace, the first coin-operated arcadegame, <strong>and</strong> founder of Atari.John Carmack: Lead programmer <strong>and</strong>technical visionary on Doom <strong>and</strong> Quake.Responsible for creation of id Software,along with John Romero <strong>and</strong> others.Louis Castle: Responsible for the Dune<strong>and</strong> Comm<strong>and</strong> <strong>and</strong> Conquer series.Reginald “Reggie” Fils-Aime: Popular <strong>and</strong>outspoken president of Nintendo ofAmerica.Richard “Lord British” Garriott: Creator ofthe Ultima series.Ron Gilbert: Computer game designer<strong>and</strong> programmer; creator of the ScriptCreation Utility for Maniac Mansion(SCUMM) toolset, which was used to createiconic adventure games ManiacMansion <strong>and</strong> <strong>The</strong> Secret of MonkeyIsl<strong>and</strong>. Also known for his groundbreakingwork on the Putt-Putt series.Trip Hawkins: Founder of ElectronicArts, 3DO <strong>and</strong> Digital Chocolate.Kaz Hirai: President <strong>and</strong> group chiefoperating officer, Sony ComputerEntertainment Interactive.Yuji Hori: Developer at Square Enixresponsible for the Dragon Quest series.Sam Houser: President of Rockstar<strong>Game</strong>s; the creative force behind Gr<strong>and</strong><strong>The</strong>ft Auto series.Koji Igarashi: Producer for theCastlevania series.Keiji Inafune: Producer at Capcom whocreated Mega Man.Tomonobu Itagaki: Producer at Tecmo’sTeam NINJA; Creator of the Dead orAlive series.Satoru Iwata: President <strong>and</strong> CEO,Nintendo Co., Ltd.Toru Iwatani: Creator of Pac-Man.David Jaffe: <strong>Game</strong> designer <strong>and</strong> producerknown for his work on God of War<strong>and</strong> outspoken game industry critic.Eugene Jarvis: Creator of Defender <strong>and</strong>Robotron 2084.Hideo Kojima: Creator of the Metal GearSolid franchise.Koji Kondo: Nintendo composer, bestknown for his work on the Mario <strong>and</strong>Zelda series.Ken Kutaragi: Chairman <strong>and</strong> group chiefexecutive officer, Sony ComputerEntertainment Interactive. Father of thePlayStation.Lorne Lanning: Creator, with SherryMcKenna, of the Oddworld series.Sid Meier: Lead designer ofCivilization, Pirates! series.


88Steve Meretzky: Designer noted for hiswork on classic text-based games such as<strong>The</strong> Hitchhiker’s <strong>Guide</strong> to the Galaxy <strong>and</strong>Planetfall.Shinji Mikami: Creator of the ResidentEvil series.R<strong>and</strong> <strong>and</strong> Robin Miller: Brothers responsiblefor the Myst series.Shigeru Miyamoto: Designer responsiblefor the creation of Donkey Kong, Mario,Star Fox, <strong>The</strong> Legend of Zelda <strong>and</strong> otherpopular Nintendo franchises.Tetsuya Mizuguchi: <strong>Game</strong> designer for QEntertainment, formerly of Sega; responsiblefor such critically acclaimed titlesas Rez, Lumines <strong>and</strong> Space Channel 5.Peter Molyneux: Founder of LionheadStudios; known for his work onPopulous, Black & White <strong>and</strong> <strong>The</strong>Movies.Peter Moore: Corporate vice presidentof Microsoft’s Interactive EntertainmentBusiness, Entertainment <strong>and</strong> DevicesDivision.Dr. Ray Muzyka <strong>and</strong> Dr. Greg Zeschuk:Founders <strong>and</strong> joint CEOs of BioWare;famed for their work on Baldur’s Gate,Neverwinter Nights <strong>and</strong> Star Wars:Knights of the Old Republic.Yuji Naka: Designer at Sega; responsiblefor Sonic the Hedgehog.Gabe Newell: Co-founder of Valve software;creator of Half-Life.Alexey Pajitnov: Creator of Tetris.Dave Perry: Founder of ShinyEntertainment <strong>and</strong> creator ofEarthworm Jim.Ted Price: President <strong>and</strong> CEO ofInsomniac <strong>Game</strong>s, creators of theRatchet & Clank <strong>and</strong> Spyro series.John Riccitiello: Chief executive officerfor Electronic Arts.John Romero: Co-founder of idSoftware; co-creator of Doom.Hironobu Sakaguchi: Creator of the FinalFantasy series.Tim Schafer: Inventive game designerwho has worked on titles such as FullThrottle, Psychonauts <strong>and</strong> GrimF<strong>and</strong>ango.Warren Spector: Iconic game designer;oversaw franchises such as Deus Ex,System Shock <strong>and</strong> Thief.Yu Suzuki: Noted game designer creditedwith the arcade classics Out Run,Virtua Fighter <strong>and</strong> Shenmue.Roberta <strong>and</strong> Ken Williams: Husb<strong>and</strong> <strong>and</strong>wife founders of On-Line Entertainment,which later became Sierra Online; creatorsof the King’s Quest series as wellas many other popular adventure games.Will Wright: Designer of SimCity, <strong>The</strong>Sims <strong>and</strong> the upcoming Spore.Hiroshi Yamauchi: President of Nintendofrom 1949 - 2002; oversaw transformationof Nintendo from a playing cardmanufacturer to a videogame giant.Kazunori Yamauchi: Producer of GranTurismo franchise.Gunpei Yokoi: Inventor of the <strong>Game</strong> <strong>and</strong>Watch <strong>and</strong> <strong>Game</strong> Boy product lines;designer of the Nintendo EntertainmentSystem; creator of Metroid. Killed in acar accident in 1997.


89Notable <strong>Game</strong>sCivilization: Civ acceptable after firstreference. Series sequels use Romannumerals: Civilization II, Civilization III<strong>and</strong> Civilization IV.Computer Space: <strong>The</strong> first coin-operatedarcade game. Based on Spacewar for thePDP mainframe computer.Counter-Strike: Originally a mod forHalf-Life; later became a st<strong>and</strong>alonegame <strong>and</strong> went on to achieve independentsuccess. Not: Half-Life: CounterStrike.Dance Dance Revolution: DDR acceptableafter first reference.Final Fantasy: Use Roman numerals forall sequels. Note that games before FinalFantasy VII had different numberingschemes inside <strong>and</strong> outside Japan. Alsonote that some unreleased Japanesegames have been subsequently releasedoutside Japan under the original numbering(so, in North America, there aretwo completely different games namedFinal Fantasy III; one for the Super NES<strong>and</strong> the Nintendo DS). Make sure thecorrect numbering scheme <strong>and</strong> release isclear from context, or else note it in thetext.Gr<strong>and</strong> <strong>The</strong>ft Auto: Vice City, Gr<strong>and</strong> <strong>The</strong>ftAuto: San Andreas, Gr<strong>and</strong> <strong>The</strong>ft Auto: LibertyCity Stories, Gr<strong>and</strong> <strong>The</strong>ft Auto: Vice City Stories:Note the lack of a 3 or III in all of thesetitles.Half-Life: Note hyphenization <strong>and</strong> capitalization.Madden: <strong>The</strong> original game, publishedin 1989, was titled John MaddenFootball. In 1994, the series was retitledMadden NFL ‘94. Subsequent releasesuse the year as a part of the title. Referto the series as a whole as the Maddenor Madden NFL series.Ms. Pac-Man: Note hyphenization <strong>and</strong>captialization.Pac-Man: Hugely popular 1979 arcadegame; also shares its name with firstinternational videogame star. Note hyphenization<strong>and</strong> captialization.Pokémon: Note the accent <strong>and</strong> directionon the e.PONG: Not the first videogame, but thefirst large-scale commercially successfulvideogame.Quake: First-person shooter franchisewhich rose to popularity by beingamongst the first to champion head-toheadmultiplayer combat over theInternet.SimCity: <strong>The</strong> game which establishedthe simulation genre. Note the lack of aspace between the two words.Spacewar: <strong>The</strong> first computer game.StarCraft: Widely acclaimed sci-fi realtimestrategy game spin-off of the successfulWarcraft franchise. Especiallypopular in South Korea. Note thecapital C.Super Mario Bros.: Popular series ofplatform games first appearing on theNES. Pronounced as “Super MarioBrothers,” but it’s always written as“Bros.” Original arcade game is MarioBros. (note: no super). Sequels are SuperMario Bros. 2 <strong>and</strong> Super Mario Bros. 3.Subsequent sequels do not include the“Bros.”Super Mario Bros. 2: Significantly differentgames going by this name werereleased in Japan <strong>and</strong> other territories.If the version is not clear from context,be sure to note it in the text.Super Mario World: Not: Super MarioBros. 4: Super Mario World.Super Mario World 2: Yoshi’s Isl<strong>and</strong>: Yoshi’sIsl<strong>and</strong> is acceptable after first reference.


90<strong>The</strong> Legend of Zelda: Series name maybe omitted for sequels. Do not use numbersexcept to reference Zelda II: <strong>The</strong>Adventure of Link.Tony Hawk’s Pro Skater, Tony Hawk’sUnderground, Tony Hawk’s Project 8: Note theapostrophe <strong>and</strong> “s” in all these titles.Tetris: Original version was developed/publishedby Nintendo for consoles<strong>and</strong> h<strong>and</strong>helds, Atari for arcades <strong>and</strong>Spectrum Holobyte for home PCs.Current rights belong to <strong>The</strong> TetrisCompany.Unreal, Unreal Tournament: First-personshooter franchise notable for its stunningvisuals. A major rival to id’s Quakeseries.Warcraft: Fantasy real-time strategyseries. One of gaming’s most revered.Unlike StarCraft, the “c” is notcapitalized.World of Warcraft: Benchmark massively-multiplayeronline role-playing gamecurrently with over 8 million subscribersworldwide.XenoSaga: A popular series of roleplayinggames from Tetsuya Takahashi.


OTHER RESOURCES91


92WebsitesA+E Interactivehttp://blogs.mercurynews.com/aei/category/gamingBreaking news <strong>and</strong> commentary from the San Jose Mercury News.Buzzcuthttp://www.buzzcut.comCritical videogame theory by <strong>Video</strong>game <strong>Style</strong> <strong>Guide</strong> author Dave Thomas.Digital <strong>Game</strong>s Research Associationhttp://www.digra.orgAcademic resources <strong>and</strong> articles.Embassy Multimedia Consultantshttp://www.embassymulti.comCopywriting <strong>and</strong> industry consulting from <strong>Video</strong>game <strong>Style</strong> <strong>Guide</strong> <strong>and</strong> <strong>Video</strong>gameMarketing <strong>and</strong> PR author Scott Steinberg.<strong>Game</strong>Daily Media Coveragehttp://biz.gamedaily.com/industry/mediaCriticism <strong>and</strong> commentary on game journalism by <strong>Video</strong>game <strong>Style</strong> <strong>Guide</strong> author KyleOrl<strong>and</strong>.<strong>Game</strong>Devhttp://www.gamedev.netTechnical information <strong>and</strong> articles.<strong>Game</strong>Politicshttp://www.gamepolitics.comPolitical <strong>and</strong> social news related to games.<strong>Game</strong>SetWatchhttp://www.gamesetwatch.comBreaking news <strong>and</strong> commentary.<strong>Game</strong>Statshttp://www.gamestats.comReal-time tracking of game popularity.<strong>Game</strong>s * Design * Art * Culturehttp://www.costik.com/weblogInsight from industry insider <strong>and</strong> Manifesto <strong>Game</strong>s head Greg Costikyan.<strong>Game</strong>s Presshttp://www.gamespress.comPress releases <strong>and</strong> game images for working members of the media.


93Grumpy <strong>Game</strong>rhttp://www.grumpygamer.comWit <strong>and</strong> commentary from Ron Gilbert, creator of <strong>The</strong> Secret of Monkey Isl<strong>and</strong> <strong>and</strong>other l<strong>and</strong>mark games.International <strong>Game</strong> Developers Associationhttp://www.igda.com<strong>The</strong> primary membership organization for game developers.Joystiqhttp://www.joystiq.comNews, commentary <strong>and</strong> witty attitude.Kotakuhttp://www.kotaku.comNews, commentary <strong>and</strong> witty attitude.Reality Panichttp://www.realitypanic.comIndustry commentary from the director of the International <strong>Game</strong> DevelopersAssociation.Slashdot <strong>Game</strong>shttp://games.slashdot.orgNews for nerds. Stuff that matters.Terra Novahttp://terranova.blogs.com/terra_novaAcademic game blog focused on virtual worlds. Indispensable news <strong>and</strong> insight.<strong>Video</strong>game Media Watchhttp://www.vgmwatch.com<strong>Game</strong> media criticism <strong>and</strong> commentary.VG Chartshttp://www.vgcharts.orgGlobal hardware <strong>and</strong> software sales estimates.Water Cooler <strong>Game</strong>shttp://www.watercoolergames.orgSerious discussion of serious games.


94ArticlesStraight to the Sourcehttp://biz.gamedaily.com/industry/media/?id=15267<strong>Video</strong>game <strong>Style</strong> <strong>Guide</strong> author Kyle Orl<strong>and</strong> explains how to properly source your articles.<strong>The</strong> New <strong>Game</strong> Journalismhttp://gillen.blogspot.com/2004/03/new-games-journalism-this-may-turn.htmlFollow up: http://gillen.blogspot.com/2005/03/new-games-journalism-year-one.htmlJournalist <strong>and</strong> raconteur Kieron Gillen attempts to define a progressive form of game journalism<strong>and</strong> criticism inspired by the school of “New Journalists” such as Tom Wolfe.10 Unmissable Examples of New <strong>Game</strong>s Journalismhttp://blogs.guardian.co.uk/games/archives/game_culture/2005/03/ten_unmissable_examples_of_new_games_journalism.html<strong>The</strong> UK’s Guardian newspaper gives a supportive nod to Gillen’s notion <strong>and</strong> some of thebest examples of the form.New <strong>Game</strong> Journalism, An Updatehttp://mbf.blogs.com/mbf/2005/02/new_games_journ.htmlMatteo Bittanti offers some direction for post-NGJ game journalism.Why <strong>Video</strong>game Journalism Suckshttp://biz.gamedaily.com/industry/feature/?id=13240Follow up: http://biz.gamedaily.com/industry/feature/?id=13290&page=1Chris Buffa takes a crack at the eternal question.<strong>The</strong> Lester Bangs of <strong>Video</strong>gameshttp://www.esquire.com/features/articles/2006/060610_mfe_July_06_Klosterman.htmlMedia critic Chuck Klosterman wants to know why game journalism doesn’t have a LesterBangs. So do we.Editorial Integrityhttp://www.1up.com/do/blogEntry?bId=6228583&publicUserId=5379799Electronic Gaming Monthly Editor-in-Chief Dan “Shoe” Hsu’s editorial on game journalismethics remains relevant.Power PRhttp://biz.gamedaily.com/industry/feature/?id=15160<strong>Video</strong>game <strong>Style</strong> <strong>Guide</strong> author Scott Steinberg reveals how public relations representatives<strong>and</strong> journalists can better relate.<strong>The</strong> Good, the Blogged <strong>and</strong> the Uglyhttp://vgmwatch.com/?p=1026<strong>Video</strong>game <strong>Style</strong> <strong>Guide</strong> author Kyle Orl<strong>and</strong> explores the brave new world of videogameblogging.So You Want to Make a Fansite?http://www.escapistmagazine.com/issue/71/25<strong>Video</strong>game <strong>Style</strong> <strong>Guide</strong> author Kyle Orl<strong>and</strong> tells you everything you need to know to getstarted.


95BooksBloom, Steve. <strong>Video</strong> Invaders. New York: Arco Pub., 1982.Burnham, Van, <strong>and</strong> Ralph H. Baer. Supercade: A Visual History of the <strong>Video</strong>game Age1971-1984. MIT Press, 2001.Cohen, Scott. Zap: <strong>The</strong> Rise <strong>and</strong> Fall of Atari. McGraw-Hill, 1987.DeMaria, Rusel, <strong>and</strong> Johnny Lee Wilson. High Score! <strong>The</strong> Illustrated History ofElectronic <strong>Game</strong>s. McGraw-Hill Osborn Media, 2002.Herman, Leonard. Phoenix: <strong>The</strong> Fall & Rise of <strong>Video</strong>games. Rolenta Press, 2001.Herz, J. C. Joystick Nation : How <strong>Video</strong>games Ate Our Quarters, Won Our Hearts, <strong>and</strong>Rewired Our Minds. 1st ed. Boston: Little Brown <strong>and</strong> Co., 1997.Kent, Steve L. <strong>The</strong> Ultimate History of <strong>Video</strong> <strong>Game</strong>s : From PONG to Pokémon <strong>and</strong>Beyond – <strong>The</strong> Story Behind the Craze That Touched Our Lives <strong>and</strong> Changed the World.Roseville, Calif.: Prima, 2001.King, Brad, <strong>and</strong> John Borl<strong>and</strong>. Dungeons <strong>and</strong> Dreamers : <strong>The</strong> Rise of Computer <strong>Game</strong>Culture : From Geek to Chic. Emeryville, Calif.: McGraw-Hill/Osborne, 2003.Kohler, Chris. Power-Up : How Japanese <strong>Video</strong> <strong>Game</strong>s Gave the World an Extra Life.Indianapolis, Ind.: Brady<strong>Game</strong>s, 2005.Kunkel, Bill. Confessions of the <strong>Game</strong> Doctor. 1st ed. Springfield, NJ: Rolenta Press,2005.Kushner, David. Masters of Doom : How Two Guys Created an Empire <strong>and</strong> TransformedPop Culture. 1st ed. New York: R<strong>and</strong>om House, 2003.Poole, Steven. Trigger Happy : <strong>Video</strong>games <strong>and</strong> the Entertainment Revolution. 1st U.S.ed. New York: Arcade Pub., 2000.Railton, Jack. <strong>The</strong> A-Z of Cool Computer <strong>Game</strong>s. London: Allison & Busby, 2005.Sellers, John. Arcade Fever : <strong>The</strong> Fan’s <strong>Guide</strong> to the Golden Age of <strong>Video</strong> <strong>Game</strong>s.Philadelphia: Running Press, 2001.Sheff, David, <strong>and</strong> Andy Eddy. <strong>Game</strong> Over: Press Start to Continue. New York:Cyberactive Publishing, 1999.Steinberg, Scott. <strong>Video</strong>game Marketing <strong>and</strong> PR: Vol 1 – Playing to Win. Atlanta: P3:Power Play Publishing, 2007.Takahashi, Dean. Opening the Xbox : Inside Microsoft’s Plan to Unleash anEntertainment Revolution. 1st ed. Roseville, Calif.: Prima, 2002.Takahashi, Dean. <strong>The</strong> Xbox 360 Uncloaked:: <strong>The</strong> Real Story Behind Microsoft’s Next-Generation <strong>Video</strong> <strong>Game</strong> Console. Lulu Press, 2006.


96AFTERWORD


97<strong>Game</strong> Criticism Redefined:“Is This <strong>Game</strong> Any Good?”Because the videogame business is, at heart, a product-driven business, journalistscovering the industry constantly face this question time <strong>and</strong> time again. In fact,videogame reviews <strong>and</strong> criticism often overshadow other forms of game journalism,from news to investigative reporting <strong>and</strong> commentary. Oddly, while reviewing turns aquick critical eye toward games, the art of reviewing games receives little critical attentionof its own. So turning the tables of game criticism for a moment, we can ask thequestion: “Is this review any good?”A final answer to this question will always depend on the basic skills of the writer,the needs of the reader <strong>and</strong> the style, tone <strong>and</strong> editorial direction of the publicationrunning the review. Still, a basic framework for game reviews <strong>and</strong> criticism can help awriter judge the quality of their criticism as well as improve upon it.First off, it helps to separate the ideas of “reviews” from “criticism.” In a very simplesense, reviews work at the level of explaining what something is while criticism seeksto explain what something means. A review might encourage players to check outWorld of Warcraft by describing what it is, championing this feature or that <strong>and</strong> givingit a place in the world of massively multiplayer online games. A critical piece mightexplore what it means when so many adults spend so much of their leisure time pretendingto be winsome elves.In this way, reviews <strong>and</strong> criticism form two ends of a spectrum of game evaluation.Reviews provide the basic descriptive material of the subject at h<strong>and</strong> while criticismlooks to answer bigger questions around meaning.In between these two poles sits a form of critical reviewing that borrows from eachend <strong>and</strong> asks the question: What does this mean to me?<strong>The</strong> urge to evaluate or produce criticism begins with some form of the statement “Iliked” or “I didn’t like.” It’s a natural starting point. From an early age teachers instillthis idea. “Why did you like the book?” “What did you see in that film?” “What makesthis story more compelling to you than other stories?” Introspection starts the processof discovery <strong>and</strong> articulation brings out those ideas for others to see <strong>and</strong>consider.But really, this sort of criticism is just the theater of taste. If you tell me what youlike <strong>and</strong> don’t like, then I am left to unravel whether your taste means anything to me.How do I turn what you like into the raw material for the judgments I want to makeabout what I like? In a sea of uncertainty dotted with isolated isl<strong>and</strong>s of ego, everyonegets to be their own critic <strong>and</strong> no bigger picture emerges.For this reason, the notion of “criticism” has become associated with reviewers <strong>and</strong>wags who simply st<strong>and</strong> on the sidelines <strong>and</strong> nitpick. Even when the people are smart<strong>and</strong> articulate, if they simply spit out taste, then the quality of delivery remains afancy wrapper on a fairly empty package. When you hear a run-of-the-mill movie criticcry, “I loved it!” you only care to the degree that you might agree with them taste-wise.You don’t have any information to form more sophisticated judgments.And for many critics, this is as far as criticism goes. Some critics make a career outof broadcasting their personality <strong>and</strong> opinion in this manner. Readers become familiarwith what a critic likes <strong>and</strong> doesn’t like, so they become a sort of st<strong>and</strong>ard measurethrough consistency, rather than depth of critical insight. Whether you agree with thecritic or not, you at least know where they st<strong>and</strong>. You might actually buy a game orwatch a movie simply because a critic you regularly disagree with trashes something.


98You figure if they hated it that much, then there must be something there.Outside of games, we generally split our reviewers from our critics… <strong>and</strong> in somecases very vigorously. Pauline Kael wrote criticism; Harry Knowles spouts opinions.Rol<strong>and</strong> Barthes wrote literary criticism; the book editor in your local paper writesreviews. Lester Bangs wrote rock criticism; Dick Clark only asked “Does it have a beat?Can you dance to it?” And so on.From this background, we can put together a model with reviewing as the “tip of theiceberg,” basic criticism reflecting a bit on the subject <strong>and</strong> popular criticism providing amore fundamental kind of analysis that digs deeper than the review. And, at the base, aform of developed criticism that searches for more fundamental answers to the biggerquestion of “is this game any good?”GAME CRITICISM MODEL• Review – What is it? ••• Basic criticism – Do I like it? ••••• Popular criticism – Would other people like it? ••••••••• Developed criticism – What does it mean? ••••••Of course, a useful critical perspective can blossom from a review culture. Over theyears, many videogame critics have realized that timeless criticism is about more thanthe opinions of the reviewer. <strong>The</strong>se critics try to place a title in the context of othergames. <strong>The</strong>y compare features <strong>and</strong> player reception between games <strong>and</strong> try to makemore universal judgments about the title. In reviewing Gr<strong>and</strong> <strong>The</strong>ft Auto, for example,they will talk about the arch of the game series, <strong>and</strong> compare GTA to other missionbaseddriving games. <strong>The</strong>y will emphasize what the game does that is new <strong>and</strong> what itdoes better than games in the past. <strong>The</strong>y try to answer the question of “Where doesthis game fit with regards to other videogames?” And, at times, they tackle the questionof what the game means to other gamers. “Do you like driving <strong>and</strong> shooting games?”they ask, “<strong>The</strong>n GTA III is for you!” No longer is the review simply about the reviewer.It is about anyone who might play the game.Much of professional game criticism today is of this type. Dedicated journalists tryto steer their fellow gamers toward quality product. And along the way, they attempt todefine what quality is. Unfortunately, many critics stop at this point. <strong>The</strong>y never movefully into the next phase of criticism. <strong>The</strong>y never ask the big question, “What does thismean?”Many writers shy away from these big questions because they feel that bringing upthese kinds of issues is pretentious or making a big deal out of a little thing — avideogame. Really, this is more an issue of style than of substance. Blowhard academicscan make simple things sound complex <strong>and</strong> great writers can make the sublime sensible.Rock <strong>and</strong> roll <strong>and</strong> film are mediums filled with critics that manage to entertain,incite <strong>and</strong> explore their subjects without dipping into self-serving postulation <strong>and</strong> pondering.Critics such as Lester Bangs <strong>and</strong> Robert Christgau made sense out of rock <strong>and</strong>roll without sterilizing it. Pauline Kael turned film criticism into a popular art formwithout dumbing it down. Roger Ebert carries on that tradition today by striving formeaning in his reviews without resorting to specialized academic vocabularies. ChuckKlosterman may not get videogames, but he manages to render cheap pop culture intoa meaningful reflection on modern society.Rather than threatening to turn game reviewing into an esoteric art, the desire toplumb the critical depths really comes from the basis of reviewing <strong>and</strong> popular criti-


99cism. Each level of criticism relies on the previous. A critic starts asking about themeanings the game has to themselves, whether or not they like it. Next, they may generalizetheir tastes into whether others might like the game. Finally, they try to figureout what truths might be contained within that mean something in a more universalcontext.If you reviewed GTA III, for example, <strong>and</strong> really liked it, you could look at itmechanically <strong>and</strong> wonder why it was enjoyable. You could abstract those reasons tocome up with reasons why other gamers might like the game. And, as you reached thenext level of criticism, you might start to ask questions like:• Why is it fun to be bad?• Does playing a criminal make me want to do bad things in real life?• If the character I play is a thieving, murdering ex-con, why do I feel such sympathyfor him?• Do we live in an age where media violence has become so normal that we can onlylaugh about it?• What is happening in society where behaving badly in a virtual world is sosatisfying?• What is it like to live in a world where a game like this is a best-seller?Of course, these are only examples. Still, these questions lead far from the sort ofreview that is concerned with graphics, voice acting, particle effects, control set-ups orcut scenes alone. Certainly, these elements matter, but they are most compelling whenlooked at in the context of bigger questions that matter not only to the game <strong>and</strong> theplayer, but also outside that closed <strong>and</strong> isolated loop.Over time, expect to see the evolution of criticism in videogames continue as academicsbring their philosophical <strong>and</strong> structural tools to bear in creating conceptual criticismthat will surely disturb gamers accustomed to simpler forms. Look for gamereviewers tired of simple recitations of product features to mature into critics. <strong>The</strong>sewriters will most likely form the lead column in an advancement of game criticism.Why? Because, simply, as common reviewing convention grows toward more sophisticatedcriticism, the critics can help make sense of the medium in both a personal <strong>and</strong>larger cultural context for gamers.And this is good news for games.For videogames to actually grow as an expressive art form <strong>and</strong> reach beyond the statusof toy products built as simple diversions <strong>and</strong> recognize their full potential as arenowned creative <strong>and</strong> aesthetic pursuit, people need to talk about them differently.<strong>Game</strong> journalists can help lead that conversation by finding more interesting answers.”— David Thomas


100About the IGJA<strong>The</strong> International <strong>Game</strong> Journalists Association was formed in 2004 in an effort topromote the quality <strong>and</strong> professionalism of videogame journalism. Recognizing both therapid growth <strong>and</strong> relative newness of the medium, the IGJA seeks to support individual<strong>and</strong> group efforts to advance the art of game criticism, news gathering, writing, <strong>and</strong>reporting. Please join us at www.igja.org.About the AuthorsKyle Orl<strong>and</strong> began writing about games when he founded fansite Super Mario Bros.HQ (www.smbhq.com) in 1997. Since then, he’s worked as a freelance journalist formany publications including National Public Radio, Electronic Gaming Monthly,<strong>Game</strong>spot, <strong>The</strong> Escapist, Next Generation, Joystiq, <strong>Game</strong>Daily, <strong>and</strong> Paste Magazine.Acomplete list of his published works can be found on his workblog(http://kyleorl<strong>and</strong>.blogsome.com). Kyle graduated from the University of Maryl<strong>and</strong>,College Park in May 2004 with degrees in computer science <strong>and</strong> journalism. Hisfavorite game of all time is Super Mario 64.Scott Steinberg is the author of <strong>Video</strong>game Marketing <strong>and</strong> PR(www.sellmorevideogames.com) <strong>and</strong> works as the managing director of EmbassyMultimedia Consultants (www.embassymulti.com), which counsels game industry leaderson hardware/software development, marketing <strong>and</strong> promotion. He’s also a former vicepresident of product acquisitions for Microids <strong>and</strong> director of acquisitions forDreamCatcher Interactive/<strong>The</strong> Adventure Co. He remains gaming’s most prolific journalist,having covered the topic for 300+ outlets ranging from CNN to the New YorkTimes, L.A. Times, Playboy, Rolling Stone <strong>and</strong> TV <strong>Guide</strong>. Other ventures include independentgame publisher Overload Entertainment, copywriting company Cl<strong>and</strong>estineMedia <strong>and</strong> <strong>Game</strong>sPress.com, the ultimate resource for game journalists.David Thomas (www.buzzcut.com) has spent 20 years as a newspaper veteran <strong>and</strong>teacher specializing in arts <strong>and</strong> technology criticism. A founder of the IGJA(www.igja.org), David remains an advocate for a professional approach to game journalismthat doesn’t dilute the fun inherent in the medium. For the past 10 years, he hascovered games for <strong>The</strong> Denver Post <strong>and</strong> his column is syndicated through KingFeatures. He regularly freelances for <strong>The</strong> Escapist online magazine. He also teaches thehistory of digital media, critical videogame theory, <strong>and</strong> other game <strong>and</strong> media-relatedclasses for the University of Colorado.


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What critics are saying about<strong>The</strong> <strong>Video</strong>game <strong>Style</strong> <strong>Guide</strong> <strong>and</strong> <strong>Reference</strong> <strong>Manual</strong>“Long overdue <strong>and</strong> most welcome… well worth theprice of admission.”Bill Kunkel Co-Creator, Electronic <strong>Game</strong>s/Editor-in-Chief, Tips & Tricks“An excellent resource that provides much-needed clarity.”Scott Alex<strong>and</strong>er Senior Editor, Playboy Magazine“A roadmap to help create a consistent style for thosewanting to take the next step in their careers.”Brian Crecente Editor, Kotaku“A small step for experienced journalists. A double jump forprofessionalism across the industry.”Johnny L. WilsonCo-Author, High Score!: <strong>The</strong> Illustrated History of Electronic <strong>Game</strong>sFormer Editorial Director, Computer Gaming World“An essential read for game journalists of any level.”James Brightman Lead Business Editor, <strong>Game</strong>Daily BIZ / AOL <strong>Game</strong>swww.gamestyleguide.com

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