Game Development Reference
Branching : Where the gameplay and/or story can take different routes
depending on the choices of the player.
Breadcrumbing :To ensure that the player does not become lost in a poten-
tially bewildering game world, conversational clues can act as bread-
crumbs to guide the player towards their objectives.
Collectable items : Items in the game world that the player can collect and
which usually go into an inventory. They may be swords, armour, laser
pistols, magical beads, rubber ducks, etc. Often they are acquired by
achieving goals and can be traded for other items or for the game's
currency.They may be used to solve puzzles or overcome other obstacles.
Comment : Often a voiceover that the main character will speak as if to
themselves or to the player about the game world or the objects in it with
which they interact. This is also a term used in writing code or logic
scripts and refers to any explanatory text which does not get compiled
into the game.
Conditional dialogue : When an interactive scene unfolds, some lines of
dialogue may only play out if the right conditions are met. For example,
this may depend on the character having witnessed an event or obtaining
an important item.
Console :A video game system that generally connects to your television set
to display the games. Also known as game console. They are generally
regarded as different entities to personal computers.
Critical objectives : The objectives the player must complete if they are to
reach the end of the game. Non-critical objectives are optional for the
player and are often known as side quests.The two types of objectives are
not necessarily distinguished in the game.
Critical path :A route through the game which the player must follow to
complete the game. If a game includes branching, there may be multiple
critical paths.This is also a term used in game development scheduling in
which all the tasks on the critical path have the largest impact on the
schedule if they are delayed in any way.
Cut scene :This is a term used for when the game cuts away from the inter-
active and displays a pre-defined scene or sequence of scenes.The purpose
of the cut scene is usually to advance the story through the revealing of
plot elements. Cut scenes were often pre-rendered and displayed as FMV,
though they are increasingly using the game's run-time engine.
Deliverables : The tasks to be completed by a specific date in order to meet
the conditions of a scheduling and/or contractual milestone. These may