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ITT create new vidya terms that Journalists, Video Essayists and Backloggd Users will use in the coming years

>Dopamine Economy
>Ludokinetically
>Skill Abstraction
>>
>skill abstraction
as a euphamism for shit that just makes the game easier is fucking gold
>>
>>721632185
>gatchastalling
>stoicapism
>womenbaiting
>>
>Fractal in-game economic model
>>
>>721632185
OP you are spookily good at this. Are you a video essayist?
>>
>>721632617
>pseudofun
>fake horror
>>
>>721632291
I was thinking more like games with boss fights where tests radically different things or games like e33 that have both rpg autism and souls autism but this works too
>>
the dopamine economy is fucked bruh
>>
When open world games have you pick up a bunch of dumb bullshit, like a billion different types of flowers. Someone invent that term
>>
>>721632971
Collectable Fatigue
>>
>>721632185
>playingonnormaldifficulty
>dontneedyellowpaint
>playthroughthefullgamebeforemakingareview
>womanshouldnttalkaboutvideogames
>>
>>721633041
There are no video essayist women thoughever
>>
When alien games take off and a bunch of low effort trend chasers jump on board, it will be called "gloop" or "space gloop"
>>
>>721632840
>hedoenablism
>age questioning
>>
>>721632971
maybe something like
>map padding
? just for anything that exists solely to fill out areas on a map. also this thread is making me realise there are just a lot of things itd genuinely be useful to have terms for. is there one for when an enemy grabs you and holds you in place while they deal some damage? its come up a lot for silksong and idk if theres a term for it. ive seen some anons say "command grab" but idk if thats widely used/where its from
>>
>>721632971
Busy work
>>
Friction

It's occasionally surfaced to describe traversal mechanics and how they slow down your gameplay
>>
simulated economy
>>
>bingbingwahooism
>>
>>721632971
Nontent
>>
>>721632904
something like "loaned/borrowed difficulty" for this maybe? definitely seems like something shitters/journos would seethe about
>>
>>721632185
>Post-trooncore Deconstructivism
>>
>politically coherent
>multirooted linear story
>>
>Gameplay loop gets replaced with Engagement Loop
>>
Pre-Zanzibart Mythology
>>
>inaccessible challenge
or something like it will be the new way to call a game hard. ive been thinking about this since silksong. journos are shitters and dont like hard games because they expose them as such. so they need to rally for easier games. paint difficulty not as a design choice, but as a moral failing. your game is *inaccessible*. you hate disabled people.
>>
>livestremism
>>
>>721632185
>Performative interactivity
Used by ((Journos)) to imply that the act of actually playing the game is so unimportant that the interactive part of the next Drukkkman movie only exists as a signal to classify the product as a videogame and so is performative and unnecessary. Which will be correct, except they think the solution should be less player agency instead of more
>>
>>721633873
BZ (before Zanzibart)
>>
>>721634152
>Unroguelike Elements
To complain about the lack of roguelike elements in the one title per year which doesn't have roguelike elements
>>
>Mario syndrome
>Nintendo-like
>AAA nostalgia
>AAAA game
>non-political (only for game in which they wanted to be political but isn't enough to writers preference)
>>
>>721634152
Performative Difficulty is another good one for games that have high difficulty as a selling point. The ‘performative’ in this case is due to journos seething about this fact and implying the devs are only making the games hard for the sake of brownie points with players
>>
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>>721632185
whoreistic - the ability to quickly tell the game's quality just from how lewd the girls are
ludosomnambulism - the process of achieving trivial goals with minimal attention, second screen gaming type of stuff
narrative archeology - Dark Souls type storytelling, where you get most of the context from found artifacts and their placement in the world. Someone must have used it already, but I haven't seen it.
>>
>Deterministic progression systems
When something in a videogame doesn't come out of a gacha machine
>>
>>721634107
>>721634429
these two feel genuinely plausible
>>
>>721634152
gold
>>
>anti-corporate
Whereas in the past journos sometimes called out anti-consumer behaviors of corporations, they will now call out the "anti-corporate" (read: pro-consumer) behavior of consumers
>>
The Poopoo Paradigm
>>
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>>721634737
>Forced downtime
When your fighting game doesn't come with a government mandated uncheckable plus on block gap closer that invalidates the neutral
>>
>>721634542
Narrative Archaeology is fucking gold
>>
>gaming queerterrorism
games that enable terroristic actions against queer people, only to be confused with literal terrorism and accelerating the ban of video games
>>
>>721632185
>pseudopolitical
>post-gameplay
>retrocore
>>
Just so let you guys know, I'm stealing all of these
Don't worry though, you won't see them in major outlets
>>
>>721632185
>recursive difficulty
a phenomena in which the devs test their own game to the point of finding the exploits, and then proceed to rebalance it with said exploits in mind, recursively increasing the minimum skill requirements for inflated difficulty.
Example of this: SilkSong
>>
>urocentric oriented
games destined to men

>bettermanering narrative
literally be better man Kratos mindset
>>
>>721635313
this one is actually good
>>
>implicitly endorsing depiction
if your game has [bad thing] in it, youre [bad thing]
>>
>>721632185
>tedious balancing
>inclusive difficulties
When the games are too difficult for them and they won't admit it
>>
>racist difficulty
>>
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I used "corridor spaghetti" a couple of times to describe bad metroidvania maps, where linear stretches of tight rooms are packed next to each other, with no shortcuts or forks. Makes it dull to explore and painful to backtrack.
>>
>pal-like
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>Occidental aesthetics
When the game wasn't made in China

>Pre-Sweeneyist
When the game wasn't made in UE5

>Homonormative protagonist designs
When the main character is not Sun Wukong

>Minimalist Retromotion
When the game doesn't require DLSS and Framegen
>>
>>721632185
forced gameplay.
illusory reward.
meta-gameplay.
interactive luck.
>>
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I'm starting to get nauseous reading this thread.
>>
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>>721636960
>webm
I;m reminded of picrel. It had interstellar ftl communication at very low bandwidth, but still managed to fit video and audio into kilobits per second through the use of advanced compression and reconstruction. I thought it was such bull, but the codecs are getting slimmer every year, and composite imaging and software processing is in every phone camera now.
>>
>>721632617
Foidbaiting would be funnier
>>
Quantitative intake
>>
Furtastic
>>
>>721632617
>>gatchastalling
This is a real thing albeit
>>
>>721634152
>I propose that we call design like this Performative Interactivity.
>Developers have become terrified of hardcore gamer culture having become so pervasive; and how can they not, when the whims of a Twitter dudebro can topple entire studios for the crime of making a game that isn’t for them? The precedent is set; you must appease these people if you’d like to participate in your own passion, regardless of whether or not you’d like to.
>And so, game developers must at least gesture towards some sort of difficulty.
Press B to air dash. Press X and A at the same time to super jump by attacking the ground, but remember, it can only be done on the ground. Don’t forget, you need to hold the trigger button to wall-run. And regardless of what life you may leave, you’d better remember all of that, because remembering all of those in the proper sequence is part of (not all of!) the answer to no less than three puzzles in the game that are necessary to progress.
>And that’s not even mentioning the overbearing nature of the combo system. The simplest way to progress in this game is locked behind a complex system of movements and inputs, all with their own timing and ease to perform; and the game clearly wants you, dear reader, to be good at this, because if you are, the enemies become absolutely trivial.
>I’m not ashamed to tell you I set the game to its lowest difficulty setting partway through because of this. The moment I found myself trying and failing to launch an enemy into the air and keep them airborne while attacking them, I asked myself, “What does any of this have to do with Mallyn’s emergent queer identity? I understand the need for her to fight her oppressors, but doesn’t locking that fight away behind difficulty make it harder to do that?”
>Of course, the answer is “Yes”, but the worst people in the gaming community would tell millions of people if their preferred level of interactivity was absent.

There’s potential
>>
>upgrade edging
when a recurring power-up is broken into 4 bits
>>
Gameplay intersectionality
>>
>>721632185
"high art vs low art" will be a major discussion point for games and other general works in the near future.
>>
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>progression homework
or
>compulsory fun
When extrinsic rewards drain your enjoyment of the game, by burdening you with an arbitrary challenge required to fully develop your character.
Think Doom 16 or Wolf TNO achievements, like "4 imp glory kills from behind", or farming explosive multikills.

and related
>progression mental tax
The need to keep track of dozens of progress bars and one-off challenges in an action game. The toll it takes on your ability to learn fights and enemy behavior, the blinders it place on opportunities for efficient or exciting play, and even storytelling.
>>
>>721633194
I think/assume that term is from fighting games, but it's annoying as heck in soulslikes. Double so if they grab you and then toss you far enough that you can go over a cliff for insta-death.
>>
>>721639173
You've got potential, maybe Kotaku is hiring
>>
>holocaustly
>>
>video essay literacy
>pour count, face per pours
As in skin pours
>reperationification
>>
>>721642413
>birdie does dodge rolls
Next soulslike protagonist
>>
>>721635983
I wish TwinPeaklikes were a genre of games
>>
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What do we call it when a ubislop-type game has a skill tree, and you've got all the upgrades you have even a remote interest in, and there are 15 more completely pointless skills left to get?
Bloat describes the skill tree, sure, but it's such a specific and recurring moment where one of the booster rockets moving you through the game suddenly detaches.
Post-cap clarity? Pre-cap clarity? Neutral gear leveling?
>>
>>721644998
Skill Forests

Cant see the skill forests for the skill trees

Idk there's something there
>>
>>721645137
sounds like the kinda joke some boomer comic would make, if boomers knew what a "skill tree" was
>>
>>721645137
Not bad not bad
>>
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>Tutorial Hell
>Loot Anxiety
>Streambrain Syndrome
>Content Purgatory
>Gamespace Exhaustion
>Paratextual Play
>Progression Fatigue
>Diegetic Grind
>Narrative Inflation
>Cosmetic Realism
>Choice Paralysis
>Microdissonance
>Metaconomy
>Algorithmic Difficulty
>Trailer Syndrome
>Retro-Sincerity
>Softfail Narrative
>UI Colonialism
>Patch Trauma
>Sequel Amnesia
>Cutscene Betrayal
>Ontological Backtracking
>Narrative Ghosting
>Procedural Intimacy
>Nintendo Parentalism
>>
>>721644998
The illusion of choice
>>
>>721646753
>>UI Colonialism
Developers using the same UI over and over again across completely different IPs.
>>
>>721635191
these sound too real...
>>
>>721646753
>Gamespace Exhaustion
The feeling of sameness across open-world maps
>>
>>721646753
UI Colonialism has my sides soaring
>>
>>721646753
>Loot Anxiety
The reason I never use advanced loot filters like "poison damage" or "+dexterity" in arpgs, just a vague sense I might be missing out on something. Also combing through all the junk at the merchant, fearing I might miss something good.
>Narrative Ghosting
Mass Effect 2
>>
>>721646753
>bottom of the iceberg
>>
>>721632185
>ludocultural significance
>skill permanence
>accessibility denial
>enjoyment prioritization
>>
>>721632617
I'd rather have womenbeating
>>
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>ludominimalism
>>
>>721632185
Non-diegetic homodiegesis
>>721632971
Equidistant makework
Heightmap population
Stochastic collectathon
>>721637640
Close the lead box, radiotherapy is over.
>>721644998
>What do we call it when a ubislop-type game has a skill tree, and you've got all the upgrades you have even a remote interest in, and there are 15 more completely pointless skills left to get?
Uncut scrumboard.
>>
>>721632185
I got a fancy one for you fellas - compartmentalization.

Basically gameplay is supposed to gain depth from players learning the basics and then learning how different mechanics go together and for what situations to aid with movement, combat, resource management, and progression. But sometimes I’m a severely misguided attempt to add depth, developers will create sequences only tangentially related to the core gameplay or reduce sequences to what are essentially glorified mini games with controls and options severely reduced from the core gameplay.

I’ll give you an example - say the game’s about a knight, but for one segment you’re forced to balance on a large rolling ball through a maze of hazards. Does it give the game more variety because there’s nothing else in the game like it? Well sure. Is it worth doing or any fun. NO. Devs need to stop fucking doing this, nobody’s fooled by this blatant padding.
>>
>speedrun erasure
When the game is too hard or have few exploits to use for speedruning
>>
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>>721632617
>womenbaiting
This one is pretty good
>>
>friendslop
Game is only fun with friends.
>>
>>721632185
>pseudointeractivity
>funbaiting
>life/fun balance
>story/gameplay balance
>>
>youtubaiting
>>
>>721633470
I like this one, made me smile
>>
>Kinetic Feedback/Perceived Kinesis
It's how much of an impact your actions FEEL like they have, separately from how much input you had or how meaningful that input was. A platformer with in-depth movement and responsive controls and action combos and so on is less "kinetic" than some moviegame where you approach an enemy and press X to win where it triggers a dodgeroll into takedown combo with no further input, maybe a second press of the button if you're feeling adventurous.

The term "bang for your button" will be thrown around, with "cinematic" experiences lauded for making each action feel more "impactful". They'll criticize more game-y indie titles for the character "struggling to do in half a dozen button presses what Cool McSadguy can do in one or two". It'll be the linguistic foundation for trying to claim railroady, style-without-substance games that practically play themselves are actually more focused on user input than anything gameplay-focused is. Plus, I get the same kind of cringe reaction imagining some high-on-his-own-farts video essayist talking about the "perceived kinesis" of Quicktime Event Horizon: Press X To Explosion as I do when I hear terms like "immersive sim" or "mouthfeel"
>>
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>>721632185
New terms arise and become popularized, but I predict the term "gameplay" will be phased out as it no longer describes the ambiguous lifelike experiences all computer-based interaction entertainment media (vidya) consists of by the coming decade. Video gaming is concentrated stimulation of the nervous system. It is known to improve your intelligence and motor skills. Soon it will be something else; remember cocaine coke? Remove the key ingredient but keep calling it the same. Worst: people buy it. Games already feature little to no gameplay; updating language exposes oldthinkers refusing to adapt, and creates a layer of detachment between 'the norm' and oldthink. Deprecated ideas buried from the global cultural consciousness.

That's your freedom to *play* vidya

Why does nobody talk about child porn? It's called csam now. Listen to livestreamers. "Child porn" is deprecated. Saying it has the same reputation as possessing some.
>>
>>721656380
People are already talking about experience and gamefeel like they're dining in Michelin restaurants or some crap
>csam
What
>>
>>721656776
>csam
glowie acronym. ignore
>>
>>721633873
Antizanzibartianarianism
>>
>>721655119
Didn't matthewmatosis already use kinaesthetics?
The label seems counter to what you are actually describing, and prolonged canned animations only ever get shit when examined. Sounds like you are tilting at windmills here.
>>
>>721632185
>gameplay aberration
>>
>>721646753
>Patch Trauma
Post patch Deltarune, post patch Silksong, post patch Elden Ring, "you beat a nerfed version so it doesnt count".
>Cutscene Betrayal
Win in gameplay, lose in cutscene.
>Sequel Amnesia
"There are only 2 Golden Sun games".
>>
>>721644998
perkslop, especially if it's shit like "15% damage to robot enemies on a tuesday". also 99% chance the game has the overused green/blue/purple rarity system bolted onto items with those same effects: lootslop. by their powers combined, it is diabloslop
>>
>>721646753
>>721659049
>sequel amnesia
Sequel completely does a 180 and discards/gets rid of everything good about the previous game.
>>
just adding the word modern in front of anything instantly makes it sound more annoying
>>
>>721659420
Besides the unholy trinity of NES sequels, what games do this?
>>
>>721633336
not a new term. poe2 devs use "friction" all the time to explain why the game can't be fun.
>>
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>Competitive Distancing
>Funlikes
>Nu-Gameplay
>Treebark Leveling
>>
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please tell me im not going to see a bunch of these made-up buzzwords in the future
>>
>>721662030
You are not going to see a bunch. You are going to see them all.
>>
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>>721659738
Modern Fantasypunk
>>
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What do you call it when there’s an upgrade tree, but the upgrades that look fun and would drastically change otherwise monotonous gameplay for the better are locked at the end or near the end, and you have limited points in the tree so you can only really get one when they should be at the start so you can switch between fun ways of playing the game?
>>
>>721662030
You'll be seeing all of them tomorrow
>>
>>721646753
>Paratextual Play
Reading wikis, theorycrafting, reading devlogs and discussing/arguing with people over the game is more entertaining than the actual game
>>
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>>721665603
>dwarf fortress be like
>>
>>721632185
light and hard combat to differentiate action games between original hack and slash/stylish and the new fromsoft-inspired combat mechanics
i can already see /v/ making it the next greatest discussion material for the genre after parryslop/comboslop
>>
>>721664597
we need one for a game with a build system where youre essentially locked into a build as soon as you mka e your first choice for one reason or another. dead cells is the worst example that comes to mind
>>
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>>721639173
ftfy
>>
>>721632185
>journalists
They're more like game bloggers.
>>
>>721664597
Examples? I'm thinking DoomRL/Jupiter Hell, but the gameplay there is tight, and it's built around short repeat playthroughs.
>>
>>721632185
Arcade-hard
It means, when the game sets you back ten senconds before the moment you died
>>
>>721632185
>nonconsensual interactivity
>>
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>>721669881
And then there's the opposite



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