Terms starting with D
D-pad
Short for directional pad, a flat, cross-shaped button on a controller that lets the player press up, down, left or right to move, navigate menus or select options.
Damage over time
An effect that harms a target gradually, in repeated small ticks over a period, rather than all at once, such as poison, bleeding or burning.
Damage per second
A measure of how much damage a weapon, character or ability deals on average each second, used to compare different options in a fair way.
Death match
A competitive multiplayer mode in which players fight each other, usually every person for themselves, and score points for each opponent they defeat.
Debuff
A negative effect applied to a character that weakens them, such as slowing movement, reducing damage or lowering defence, and which usually lasts for a limited time.
Dedicated server
A computer that runs a multiplayer game on its own, without a player, so that all participants connect to it rather than to another player's machine.
Demo
A short, limited, or time-restricted version of a game released for free so that people can try it before deciding whether to buy the full version.
Depth of field
A visual effect that keeps objects at a chosen distance sharp while blurring those that are nearer or farther away, imitating how camera lenses and eyes focus.
Destructible environment
Scenery that can be damaged, broken or removed by the player's actions, such as walls collapsing under explosions or floors cracking under heavy impacts.
Development hell
A long period in which a game or other project is stuck, delayed or repeatedly restarted, often because of changing plans, funding problems or technical trouble.
Dialogue tree
A branching structure of conversation options in which the player's choices decide what characters say next and which paths the story or relationships take.
Difficulty curve
The way a game's challenge increases over time, from its easy opening to its hardest moments, usually pictured as a line on a graph.
Difficulty spike
A sudden, sharp increase in challenge in a game, such as a very hard boss or section, that is much tougher than what came before.
Digital rights management
Technology used by publishers to control how a digital game can be copied, installed or played, usually to prevent piracy and unauthorised sharing.
Diminishing returns
A principle in which each additional investment of time, effort or resources produces a smaller benefit than the one before it.
DLC
Short for downloadable content, extra material released for a game after launch and delivered over the internet, such as new levels, characters, items or story chapters.
Dodge roll
A defensive move in which a character tumbles or rolls quickly in a chosen direction to avoid an attack, often granting brief invulnerability during the motion.
Double jump
A movement ability that lets a character jump a second time while already in the air, extending the height or distance of a leap.
Draw distance
The farthest distance from the player at which a game still displays objects and scenery, beyond which things may be hidden, simplified or fade into fog.
Drop rate
The probability that an enemy, chest or activity will give a particular item as a reward, usually expressed as a percentage or described as common or rare.
Dual wield
To hold and use a weapon or tool in each hand at the same time, such as two swords or two pistols, usually for faster or more varied attacks.
Dungeon
An enclosed, hazardous area in a game, such as a cave, crypt or underground maze, filled with enemies, traps, puzzles and treasure for the player to explore.
Dungeon crawler
A type of role-playing game in which the player explores a series of dangerous, maze-like areas, battling monsters, solving puzzles and collecting loot.