"Metroidvania" is a term used to describe a sort of exploratory 2D platforming game. It comes from the original games of the Metroid series and some of the middle-era of Castlevania games (most notably "Symphony of the Night", which is what primarily gave birth to the term).
The most defining feature is usually the world. Rather than have set stages or a world map, the entire game takes place inside one giant map, which you must traverse about. Not just any map, but typically a very complex map filled with all kinds of secrets. The map is typically divided into sectors, more in an aesthetic fashion to denote that the denizens and dangers will be different. Sometimes you have teleports to assist you in travel, but other times you just have to remember where to go in the map.
There's various elements at play in the exploration. There's typically tidbits hidden in spots, or puzzles that have to be returned to when you find appropriate equipment. The exploration is also non-linear - your limits of progression through the map are by various tools or powerups that you need to acquire, but the order in which you must acquire some of these tools is not set. And in many choices, there are many paths to get those tools, or even get past obstacles without those tools.
A very popular element of these games, especially in the Metroid franchise, is the concept of "sequence breaking". Using special tricks or otherwise mastering the utility of your basic abilities, you can sometimes access items and areas far earlier than the game expects you to.
As far as I know, Metroidvania games have always been 2D platforming games. Aside from the elements of exploration, the actual gameplay of Metroidvania games vary widely.
There is not a clear definition of MOBA out there, so let's define it.
MOBA is a genre definition for multi-player games where not only two parties struggle for resources or attack/defend, but each party/person is against all others in a confined space, therefore the term arena
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Battle arenas in real terms had a pre-defined resource collection: Multiple entry points for opponents, and spread out in the arena, weapons and shields.
Loosely defined, one can see it as a mixture of RTS/RPG and Free-for-all deathmatch, the emphasis is in some games on the former part (DoTA-type games) and in others on the latter (Monday Night Combat).
Best Answer
In most games Hitboxes and Hurtboxes are the same thing. They both refer to the area on the entity in which you (or more specifically, your own hitbox/hurtbox) can come into contact with for selection (talk to, or to interact with), or dealing damage.
As an example, Minecraft hitboxes are indicated by the white wire-frames surrounding the mobs, and items. (The hitbox representation for the player is glitched in this image - caused by the 3rd person camera offset):
Technically, this is the same "area" that can also deal damage to you (when a player punches another player, or swings at them with a weapon), it is based on this same area. an arrow, on the other hand, is dependant on its "state" - if it has been fired from a bow, the "hitbox" of the arrow turns into a "hurtbox" - anything the can receive damage from it will take damage if it hits. Otherwise, if it is not in flight (sitting on the ground, or stuck in a wall to be picked up), it turns back into a "hitbox".
As you can see: interacting/swinging at the pig's head will yield nothing, as it is not within the bounds of the hitbox.
However, in other games, mainly fighting games, like Street Fighter or Tekken, they are different. The hitbox is the area that will hit the opponent (red area), while the hurtbox is the area that you can take damage from an enemy attack during your attack (green box):
In addition to this, there are also some games that can have multiple versions of hitboxes on the same entity. For example, in games like CoD, the head has a different hitbox to the body, and limbs, as hitting an enemy in each specific area would do more or less damage (I.e. a "headshot" would do the most, body less, and the limbs would do the least amount of damage per "hit").