UVL: Tags that may need renaming
Other (objects, etc.) concept
This is maintenance tag for other tags that need their raw name changed. Usually a menial but time consuming task.
Parent group
Child groups
Action chaining | Certain actions can be performed only as follow-ups to others. | 2005 / 2016 | 9 games | |
Action system | A time-keeping system where available time is split into number of actions the characters can perform per turn, usually limited to 2 actions: such as move&attack or long/double move, and some special cases taking both actions. | 1986 / 2022 | 39 games | |
Aerial attack suspension | Attacking mid-air causes the character to briefly stop or significantly slow falling or even give more altitude, usually to allow player perform aerial combos. May be limited to working only if you actually hit someone. | 2001 / 2019 | 23 games | |
All for one | Inversion of sacrificial lamb where all is sacrificed for the good of the "lamb" instead of the lamb being sacrificed for the good of all. | 2008 / 2014 | 5 games | |
Arkham Combat | A fluid combat system created for the Batman Arkham series that has been monkeyd by other games since. | 2009 / 2018 | 27 games | |
Attack methods | Slash, stab, thrust, hack, etc. these have effects besides different name. | 1 game | ||
Automated turrets | Player has or can have weapons that automatically track hostile targets and fire upon them attached to their vehicle or themselves, not deployed into the game world. | 2000 / 2017 | 20 games | |
Berserkers | Characters or other entities that (under certain conditions) fight in uncontrollable frenzy, attacking anyone in their way or near them regardless if they're friend or foe. | 1998 / 2023 | 36 games | |
Brittle abilities | Abilities (usually buffs) or similar that create an effect that has limited charges (until the ability is used again). Such as a attack buff that lasts for the next 3 hits, or defense buff that lasts for the next 2 hits. | 2009 / 2014 | 12 games | |
Bullet Hell | A sub-genre of shmup where the whole screen is literally filled with projectiles, usually with the main challenge being avoiding those bullets (often by recognizing/memorizing firing patterns) rather than destroying enemies. | 1983 / 2024 | 155 games | |
Carry capacity: Tool slots | Carry capacity is limited by available generic tool slots, or by item type (e.g. only only one heavy and one light). Not including clothing/armor or similar passive things. | 1983 / 2019 | 160 games | |
Circadian cycle | Day and night cycles on their own outside of plot, location, or triggered events, possibly influencing NPC activities accordingly. | 1979 / 2024 | 493 games | |
Collective consciousness | The player is not in control of a single character, but the collective consciousness of a group, nation or species. | 1989 / 2018 | 31 games | |
Combo actions | Certain actions, when chained together, create a new or improved effect. | 2010 / 2015 | 19 games | |
Custom scenarios | Player can customize games you play. Unlike level editors, these usually have few attributes to be tweaked and the game world is randomly generated from player given parameters. | 1984 / 2014 | 25 games | |
Entangled | The protagonist is caught up in the events more or less by accident. | 1985 / 2016 | 31 games | |
Extermination war | Plot involves a war or such where one side of the conflict primarily aims to fully exterminate a race or species. | 1998 / 2016 | 8 games | |
Fatties | Includes excessively fat people or creatures. Usually there for comedy (bouncy and tend to roll about) or some grotesque horror (oozing pus/sweat/saliva, excessive folding of skin, etc.). | 1993 / 2018 | 80 games | |
Free slicing | Allows slicing characters and/or objects as the player wishes instead of along predefined cutting points. | 2010 / 2017 | 14 games | |
Free-to-play | MMOs that can be played for free, but usually offer premium membership for added content or sell special items to those who want to dish out their real money. | 1980 / 2024 | 912 games | |
Hammer and anvil NPC tactics | NPC enemies use hammer and anvil tactics - where one force attacks from front while another comes from directly behind, cutting off the fallback route the player(s) originally came from (and presumably made safe) - or spawn in to seem like they do. | 1 game | ||
Held jump | Jump height is dependant on how long the jump button is pressed, but this is not pre-charged, jump starts (near) immediately upon pressing jump button and drop starts soon after releasing it or reaching maximum height. | 2015 / 2016 | 3 games | |
Hold/tap toggle | Has option to toggle the need to repeatedly tap a control to just holding it in place. | 2018 / 2022 | 4 games | |
Human monsters | Features monsters, demons, evil spirits or such that are indistinguishable from regular people, animals, or such. | 1992 / 2018 | 11 games | |
Look around | Player can somehow look around without changing their facing and usually trivially return view to that direction. Common in vehicle simulations where player can look around out of the various vehicle windows without affecting vehicle movement. | 1998 / 2021 | 30 games | |
Losing is fun | Losing is designed to be fun or major part of the entertainment from the game, usually with player being awarded with varying loss scenes with how they managed to lose. Especially if these are not game ending losses or actually partially interactive. | 2009 / 2014 | 9 games | |
Maintained jump | Player maintains the upward motion of the jump with the jump button held and releases it at any time to start the downward part of the jump. In other words, higher jump with longer press of the jump button, but they start immediately upon pressing it. | 2011 / 2016 | 21 games | |
Match-locked characters | Characters, vehicles, etc. are locked in game matches until the end of the match, unusable in new matches even if player leaves the match early (e.g. leaving a last man standing match early after their own death). | 2010 / 2016 | 6 games | |
Meta progression | Includes a method of progression tied to account, player profile, the game installation, or similar that affects all concurrent and/or subsequent playthroughs. | 1990 / 2024 | 121 games | |
Molemen | Underground living humanoid moles or rodents. Likely excellent diggers. | 2005 / 2016 | 6 games | |
Monster friend | Whatever the fairly normal protagonist (for a video game character) has, is a (usually giant) monster or similar being. | 1999 / 2016 | 8 games | |
Multiplayer: Control | Includes one or more multiplayer modes where player or team wins by controlling all or most "victory points". | 2000 / 2017 | 93 games | |
Mundane dangers | The protagonist is hurt or even killed by very mundane things that shouldn't really hurt anyone. Fatal allergy to something being one of the most realistic instances of this. | 2000 / 2014 | 14 games | |
Ninja Pirate Zombie Robot | A hodgepodge of various Cool Things in same setting where one would generally not expect to see them together. Essentially a fake crossover. | 1993 / 2018 | 54 games | |
Obstacle translucification | Sight obscuring obstacles are made translucent or completely invisible when the game determines them to be obscuring player's view of things the protagonist can plainly see. | 1996 / 2021 | 27 games | |
Off-match power-ups | Player can acquire power-ups outside of matches in match-based games that can't be acquired during said matches. | 2009 / 2015 | 4 games | |
Open classing | Although classes are used, these do not restrict what the character can do or learn though it likely encompasses what they do better. Essentially meaning every character can do or can learn to do everything any other character can regardless of class. | 1996 / 2018 | 33 games | |
Over the top | Frequently overdoes the drama, action, or anything else to a point where what happens is ludicrous. | 2003 / 2020 | 24 games | |
Passing the torch | Whenever player character dies or otherwise becomes incapacitated indefinitely, the responsibility of finishing the task is passed on to another character. | 2008 / 2015 | 15 games | |
Passive bonanza | Focuses on player acquiring inordinate number of passive bonuses, power-ups, or such to succeed. | 2013 / 2016 | 15 games | |
Pole weapons | Includes melee weapons with a long pole as a central feature. | 1983 / 2023 | 305 games | |
Polyplopic enemies | Includes enemies that create multiple false images (illusory clones, doppelgängers, holograms, or such) of themselves and the player must somehow identify the real one to defeat them. | 1998 / 2016 | 32 games | |
Pre-rendered in-game cinematics | Uses pre-rendered cinematics that seem like they were recorded off the game itself. Likely mixed with some external tool usage for adding extra content or otherwise enhancing the videos. | 2001 / 2013 | 7 games | |
Pseudo cheats | Includes "cheats" that mostly do not affect actual gameplay in a way that could be called cheating, but rather change it to be strange, funny or just different than originally intended. Usually accessible by quite obvious cheat menu. | 1995 / 2018 | 25 games | |
Pseudo-3D / 2.5D | Variant of 2.5D games that uses 3D graphics but gameplay is limited to 2D plane instead of the other way around. | 1996 / 2021 | 99 games | |
Ragtag gang | The group our hero leads is comprised of exceptionally diverse members, even so much so that it seems extremely implausible. | 1990 / 2023 | 91 games | |
Recall portal | Includes an ability, item, or other such that teleports the protagonist back to their home or nearest safe haven, such as the nearest friendly habitat. | 1989 / 2021 | 96 games | |
Red Scare | Communists are expanding their territory, spying on non-communist nations, sabotaging non-communist infrastructure, spreading pro-communist propaganda, waging all out war on non-communists, and so forth. | 1981 / 2016 | 63 games | |
Reload: Passive | Reloading happens even when the thing isn't held out, continuing as the player swaps to other weapons or tools. | 2012 / 2014 | 4 games | |
Resistance movement | A resistance or similar movement is taking place during the story, possibly with the player helping or fighting it. | 1983 / 2024 | 182 games | |
Settlement minigame | Settlement, village, or such management as a minigame, side activity, or such without being a proper city-building or colony sim hybrid. | 2002 / 2016 | 5 games | |
Simon Says | Much of the story or gameplay revolves around doing exactly what you're told, or somehow interacting with that expectation. | 1977 / 2017 | 18 games | |
Slobbery | Gives off an unusually wet/slimy impression, especially if the various characters (or even places) drool, ooze or otherwise secrete liquids or slime a lot. | 1993 / 2014 | 27 games | |
Space flight | All or part of the flying is done in deep space, outside the gravitational effects of planetary bodies. | 1971 / 2021 | 282 games | |
Spirit hosts | People who willingly, without any form of coercion, become hosts to demons, ghosts, or other spirits. Also willing hosts to physical parasites, symbionts, or similar. | 1996 / 2016 | 10 games | |
Sprite morphing | Sprites/textures are morphed within themselves, or the containing polygon is morphed, giving the illusion of movement without having to actually animate the sprite/texture itself for it. | 2007 / 2017 | 12 games | |
Tagging | Player can tag targets, usually other NPCs, to signify something. | 1982 / 2017 | 34 games | |
Task failure | Failing non-plot critical tasks does not allow repeat attempts. Besides denying task reward, this will also block progress in task chains. | 1984 / 2015 | 17 games | |
Tech fanservice | Fanservice for technologically oriented individuals. Usually providing long camera panning shots across vehicles or other technical wonders, transformation sequences, or excessive detailing of their features. | 1999 / 2023 | 39 games | |
Tenno | An unnamed series or rather setting from Digital Extremes dealing with one Tenno or another. | 2008 / 2013 | 5 games | |
Terrain | Terrain type has effect on gameplay, such as movement speed over it, ability to cultivate it, reactions with certain actions or elements (e.g. severe cold on grass vs puddle of water), and so forth. | 2003 / 2022 | 9 games | |
Time changes | The game changes or certain events trigger based on real time rather than in-game time. | 1999 / 2008 | 8 games | |
Timed block attacks | Timing blocks properly causes an attack to be performed in addition to it. | 1 game | ||
Timeout hunter | Once time limit is reached, or just certain time has passed, a hunter of some description is spawned that proceeds to chase the player until they finish the objective or are defeated. | 1980 / 2018 | 36 games | |
Tombstones | Features humorous quips or references written on tombstones as epitaphs. Likely things the authors couldn't fit anywhere else but didn't want to discard them. | 1982 / 2023 | 73 games | |
Unconnected extremities | Characters' hands and feet are not connected to the body by limbs but rather move seemingly independently of it. | 1990 / 2012 | 52 games | |
Unfinished | Has various pieces of content that obviously should lead to something but upon farther exploration, examination, and so forth don't produce any notable results. This does not necessarily mean the game is unplayable or impossible to beat. | 1991 / 2012 | 10 games | |
Urban Legend | Has a persistent and wide spread and widely believed urban legend or unproven rumor associated with them. | 1982 / 1994 | 3 games | |
Variable visuals | Has multiple visual styles available built-in that are selected either by player choice, or cycled randomly, in sequence, or in any other manner. | 1999 / 2016 | 29 games | |
xPS/RTS | This is a placeholder for the FPS/RTS and TPS/RTS hybrid genres. | 1988 / 2016 | 30 games |