Glossary
Gaming glossary
In team play, words carry special weight: if half the group doesn't know what a short callout means, it only causes confusion. We've gathered the terms you hear most often in voice channels and see in co-op mode descriptions, and explained them without unnecessary jargon.
A shared vocabulary is the first thing that unites a team. When everyone understands "fall back" the same way, the group moves as one.
How this section works: terms are split into three groups: roles, communication and co-op formats. The definitions are general; individual games may use different words, but the meaning is usually the same.
Roles
- Leader
- The player who picks the route, announces the plan and makes the call when opinions differ. Not a boss, but someone who helps the group act in sync.
- Tank
- The role of the player who takes the brunt of the damage and draws enemies' attention so teammates can act with less pressure.
- Support
- A player who heals, buffs and bails out the others. Their work is less visible, but without it a team runs out of steam fast.
- Cover
- A player who watches the group's flanks and rear and warns of danger while everyone else is busy with the main task.
- Scout
- The player who goes slightly ahead, checks out the area and tells the group what's coming.
- Navigator
- A player who doesn't control a character directly but gives directions: reads the map, tracks objectives and keeps an eye on the clock. A handy role for those just getting to know a game.
Communication
- Callout
- A short message about something important: where the enemy is, what needs doing, who needs help. A good callout fits into a few words.
- Ping
- A marker on the map, an item or an enemy that the whole group can see. It helps you coordinate without words.
- Push-to-talk
- A setting where the mic only transmits while a button is held down. It spares the team background noise and accidental chatter.
- Quick chat
- A set of ready-made messages sent with one press: "thanks," "follow me," "need help." A lifesaver for those who play without a mic.
- Debrief
- A short talk after an attempt or match: what worked, what to change, which signals did the job. It's about decisions, not people.
- Toxicity
- Rude and demeaning behavior in a game: insults, mockery, pressure, deliberately ruining the game for teammates. The best response is blocking and reporting, not arguing.
Formats
- Co-op
- A mode in which players work together toward a shared goal rather than competing with each other.
- Split screen
- A way to play together on one device, with the screen divided into sections and one section for each player.
- LAN play
- Playing together on several devices connected to the same home or office network, without going through public online servers.
- Cross-play
- The ability to play together on different devices. It isn't supported everywhere, so check the description in advance.
- Asymmetric game
- A format in which the sides have different abilities and goals; for example, one team hunts while the other hides.
- Raid
- A difficult challenge for a large group, built around a clear division of roles and well-coordinated action from every player.
Read next
- Mechanics
Mechanics that change team play: shared rewards, revives, friendly fire, pings, shared progress and matchmaking.
- Games
A catalog of co-op formats, from a single shared screen to large groups, plus questions that help you pick the right format for your team.
- FAQ
Answers about the magazine, team roles, voice chat etiquette and safety in online groups.
- Guides
Guides for teams: your first session with new people, roles, leading a group, coaching a newcomer and reviewing a failed attempt. Plus our article catalog.
What we draw on
- Codes of conduct and reporting tools in online games (in general terms)
- Questthebest editorial materials
We describe general principles of team play. Voice, ping and matchmaking settings work differently in every game and change with updates, so look up the exact menu options in your game's official help pages.