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PlayerLexicon
Mechanics · 17 entries

Game mechanics terms explained in plain English

The rules a game runs on, from how long an ability takes to recharge to what happens when your character falls.

Every game is built from mechanics: the rules that decide what you can do, what happens when you do it and what the game does back. Tutorials, patch notes and friends talking about a game all use a shared vocabulary for these rules, and knowing a handful of the words makes everything easier to follow.

Moment-to-moment rules

Some mechanics govern the next few seconds of play. A cooldown is the wait before an ability can be used again. A hitbox is the invisible shape the game uses to decide whether an attack connected, and i-frames are the brief moments, often during a dodge, when your character cannot be hurt. Aggro describes which player an enemy has decided to attack, and a QTE asks you to press a prompted button during a cinematic moment.

Failure, saving and second chances

Other mechanics shape how a game handles failure. A checkpoint is a point you return to after losing, and to respawn is to come back into play. Permadeath removes that safety net entirely, which is a defining feature of the roguelike. New Game Plus lets you replay a finished game while keeping some progress.

How worlds and progression are built

Larger mechanics describe structure. An open world lets you roam freely, and a sandbox gives you tools with few set goals. Procedural generation builds levels from rules instead of by hand. Crafting turns materials into items, and a skill tree lays out the abilities you can unlock. An NPC is any character the game controls, while an MMO puts thousands of players in one shared world.

None of these terms is specific to one game, which is why learning them once pays off across many. Each entry in this section explains the word, gives a plain example and notes anything parents may want to know. Where a mechanic is central to a whole genre, the entry links to that genre’s page.

Every mechanics entry