Terms starting with C
Campaign
The main single-player story mode of a game, made up of a linked series of missions or levels, or a set of such missions played in order.
Camping
Staying in one spot, usually hidden, to ambush opponents as they arrive rather than moving around the map, a tactic that is effective but often disliked in shooting games.
Capture the flag
A team game mode in which each side tries to take the opposing team's flag from its base and carry it back to its own, while protecting their own flag.
Cartridge
A removable plastic case containing a game's data on memory chips, plugged into a console or computer to play, and used by many systems before discs became common.
Character class
A role or profession chosen for a character, such as warrior, mage or archer, which determines their abilities, strengths, weaknesses and style of play.
Character creation
The stage at the start of a game where a player designs their own character, choosing features such as appearance, name, background and starting abilities.
Cheat code
A secret sequence of buttons, letters or words entered into a game to unlock an advantage, a hidden feature or a change in how the game works.
Checkpoint
A point in a game where progress is automatically saved, so that a defeated player restarts from there instead of from the beginning of the level.
Cloud gaming
A way of playing games where the game runs on a distant server and its video is streamed to the player's device, while button presses are sent back over the internet.
Clutch
A play in which a player, often outnumbered or under heavy pressure, wins or saves a round, match or situation that most observers expected them to lose.
Co-op
Short for cooperative play, a mode in which two or more players work together towards a shared goal, usually against computer-controlled opponents rather than against each other.
Collision detection
The process by which a game works out when two objects, such as a character and a wall or a bullet and an enemy, are touching or overlapping.
Combo
A sequence of moves, hits or actions performed in quick succession so that each one follows the last without a gap, usually earning extra damage, points or bonuses.
Completionist
A player who aims to finish everything a game offers, including all side quests, collectibles, achievements and secrets, rather than only completing the main story.
Console
A dedicated electronic machine designed mainly for playing video games, usually connected to a television and controlled with a handheld controller, as opposed to a general-purpose computer.
Controller
A handheld input device with buttons, triggers and sticks used to control a game on a console or computer, also called a gamepad or joypad.
Cool-down
The waiting time after using an ability, weapon or item before it can be used again, shown to the player as a timer, a fading icon or a refilling bar.
Core loop
The basic cycle of actions that a player repeats again and again in a game, such as fighting, collecting rewards and upgrading, which forms the heart of its appeal.
Crafting
A game system in which players combine collected materials, following recipes or experimenting, to make new items such as weapons, armour, tools, food or buildings.
Critical hit
An attack that does much more damage than usual, triggered by luck, a weak spot or a perfectly timed strike, and often marked by a special sound or number.
Crosshair
A symbol, usually a small cross, dot or circle at the centre of the screen, that shows where a weapon will aim or where an action will take effect.
Crossplay
A feature that lets players on different platforms, such as consoles, computers and phones, play together in the same online game.
Crowd control
Abilities or effects that limit what enemies can do, such as stunning, slowing, freezing or pushing them, so that a group can be managed safely in battle.
Crunch
A period of intense, extended overtime work during game development, usually before a deadline, in which staff work very long hours, often for weeks or months.
Cutscene
A non-interactive sequence in a game, such as a short film or scripted scene, that tells part of the story while the player watches rather than plays.