Level (video Gaming) - Terminology

Terminology

Term Description
Act/chapter Levels that, along with most of the rest of the game design, are built and designed to specifically accommodate and sync with an existing story or narrative provided by a writer (as opposed to constructing a level for more traditional means such as for setting or gameplay).
Area An area is used to define a level that, literally, physically coexists amongst multiple levels, in that the player can progress from one "level" to the other simply by using the game's physics. Despite coexisting spatially, each area presents its own themes, rewards and challenges. Access to areas is often designed to require learning and progression gained from other areas. An area that serves as the only direct access to all other areas is known as a "hub".
Board An archaic term used in first and second generation games to represent any type of changing stage that cannot be classified as a wave or round. Used in modern times to represent levels in board game-structured games or puzzle games where all levels share a common basic geometry, such as The Adventures of Lolo or Umihara Kawase.
Dungeon/overworld A subset of "area/map" terminology which is commonly used to describe stock "hub-to-areas" level design; in this case the "overworld" functioning as a hub to the "dungeons". The overworld is often designed to resemble a true landscape, replete with civilization, economy, and expansive terrain design. The player can access dungeons from the overworld, which are areas that more directly challenge the player's abilities, usually using enemies, exploration, and puzzles. This design format is commonly seen in RPGs and action/adventure games, where they originated; they have become so prevalent a concept that the terms are used even when a medieval fantasy element is not present. The overworld is also known as a "world map".
Episode Used in game publishing to describe a series of levels that are sold as an extra add-on to a game already established in the marketplace. Also commonly referred to as a "mission pack".
Map Used to describe arenas in competitive multiplayer games in which the gameplay is heavily dependent on terrain design (such as real-time strategy games and multiplayer first-person shooters). This term is also often carried over into single-player games, also to describe levels with a high degree or scope in terrain design, or simply as the sum of all the game's areas.
Mission Often used to describe a "level" in objective-based gameplay, in where the majority of the action takes place all within one area or scenario, and the player's ultimate goal is to simply complete all the objectives central to core progression. This term is sometimes supplanted simply with the term "objective". Occasionally, a synonym for quest, in modern-day or futuristic MMOs.
Round Usually refers to a particular game design in where the overall challenge must be overcome across more than one (up to infinity) identical or near-identical attempts. The core challenge and rules remain the same, and changes to gameplay across rounds is limited to an increase in stakes and/or to difficulty. Typically seen in fighting games (i.e. "rounds" during a martial arts match), this concept is also often seen in puzzle games, party games, and titles that are driven by mini-games. They can also be localized into specific gameplay such as a boss encounter that is broken into rounds.
Stage Similar to wave and round, a designation for sequential levels: first stage, second stage, etc.
Track The environment that a race occurs on.
Wave A level purely defined by overcoming (or killing) a number of enemies. The core gameplay is simply defeating or surviving the foes present, with little-to-no gameplay elements that would otherwise diminish it (such as exploration).
World A series of levels all revolving or subsisting on the same theme, elements or concepts. Worlds allow a designer to propagate specific gameplay themes across several levels without having to create a level that is too large and unwieldy. For example, several levels containing lava and flame hazards that are all part of a "fire world".
Zone Especially in MMOs, an area, map, or dungeon, the verb 'zoning' is used to describe the passage from one zone to another.

Game designers often use other terms to suit the game's theme, such as "book", "camp", "floor", "land", "phase", "room", etc. Designers may also avoid actually using level terminology at all, instead referring to each level only by its title or location (town, city, country, etc.), usually to maintain a sense of immersion.

Choke point is a small area that controls transition between levels.

Focus node is a location of a shared resource, increasing player interaction.

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