Terms
Gaming terms
Anime-style games have a vocabulary of their own: some words come from English, some from Japanese, and some were coined by players themselves. If people around you mention a "banner", "affinity" or "cel shading" and you're not sure what they mean, look here. Every term is explained briefly and without jargon.
Knowing a game's vocabulary means understanding the deal it's offering you.
How this glossary works: terms are grouped into three topics and described without reference to specific games. Keep in mind that different developers sometimes give the same mechanic different names.
Genres and style
- Japanese-style RPG
- A role-playing game with a long story, a party of heroes and gradual leveling, most often with turn-based battles. The name refers to a genre tradition, not to the country where the game was made.
- Action RPG
- A role-playing game in which battles happen in real time and depend on the player's reflexes.
- Visual novel
- An interactive story made of text, illustrations and music, in which the player chooses the hero's lines and decisions.
- Rhythm game
- A game in which you press buttons in time with the music, following cues on the screen.
- Cel shading
- A way of rendering three-dimensional graphics so they look flat and hand-drawn: crisp outlines, solid colors and sharp shadows.
- Subtitles
- On-screen text of the dialogue. Subtitles help you follow the story when a game's voices are in a language you don't know.
Mechanics and story
- Turn-based combat
- A battle in which the sides act in turns. You can think through each move calmly, without rushing.
- Party
- The group of heroes the player travels and fights with. Roles are usually divided among them: defense, damage and healing.
- Leveling up
- The gradual development of heroes: rising levels, new skills and better gear.
- Affinity
- A meter of the hero's relationships with other characters. It grows through shared quests and conversations and unlocks new scenes.
- Story route
- One of the storylines the player ends up on after making a particular choice.
- Ending
- The conclusion of a story. Games with branching plots often have several, and each depends on the decisions made.
Purchases and safety
- In-game currency
- A game's own money: crystals, stars, tokens. It is earned in the game or bought with real money, which is why the actual cost of purchases isn't always obvious.
- Gacha
- A random-reward mechanic: the player spends currency and receives a character or item without knowing in advance which one. It calls for a spending limit set in advance.
- Loot box
- A virtual package with random contents that are revealed only once it's opened. Buy one with real money only within your limit.
- Banner
- A temporary showcase of random rewards featuring particular heroes or items. The limited window pushes you to hurry, so it's better to make spending decisions in advance.
- Age rating
- A mark of 0+, 6+, 12+, 16+ or 18+ that in Russia indicates which age an information product, including a game, is intended for.
- Parental controls
- Device, console or store settings that limit purchases, play time and communication on a child's account.
Related reading
- Mechanics
Party and roles, weaknesses and elements, story choices, affinity, save files and a cap on random rewards.
- Genres
Japanese-style RPGs, action RPGs, visual novels, rhythm games, life sims, fighting games and story-driven puzzle games.
- Questions
Answers about this reference, genres and branching stories, purchases, spending limits and parental controls.
- How to judge
Your own criteria, no rankings: story and characters, a fair payment model, translation, accessibility and length.
What we rely on
- Federal Law No. 436-FZ of 29 December 2010 (in general terms)
- Game rules and user agreements (in general terms)
- Anime4 editorial materials
We describe genres and mechanics in general terms. Interfaces, rules and payment options vary from game to game and can change after an update, so check the game's official help pages for exact details.