1. A message used break a string of posts created by the same person or group of people.
2. A message used to break a string of posts with similar subject matter.
The word originates from the fighting game Killer Instinct, where it is announced whenever a combo is broken.
2. A message used to break a string of posts with similar subject matter.
The word originates from the fighting game Killer Instinct, where it is announced whenever a combo is broken.
Guy1: I'll make 500 posts in a row!
Guy1: post 2
Guy1: post 3
Guy1: asdfjkl;
Guy1: haha
Guy1: this is fun
Guy1: blah :)
Guy1: blank
Guy1: blank
Guy1: 490 posts to go.
random person: C-C-C-C-Combo breaker!
Guy1: damn! >.<
random person: lolz
person1: Hi all
person2: hi
person3: hi
person4: hi
person5: hi
person1: C-C-C-C-Combo breaker!
Guy1: post 2
Guy1: post 3
Guy1: asdfjkl;
Guy1: haha
Guy1: this is fun
Guy1: blah :)
Guy1: blank
Guy1: blank
Guy1: 490 posts to go.
random person: C-C-C-C-Combo breaker!
Guy1: damn! >.<
random person: lolz
person1: Hi all
person2: hi
person3: hi
person4: hi
person5: hi
person1: C-C-C-C-Combo breaker!
by Blank_Person March 29, 2009

by wheatbread February 16, 2008

A Convo Breaker(or C-C-C-C-C-CONVO BREAKER!) occurs when something is said that results in a long, drawn out or otherwise awkward silence, effectively breaking the conversation.
(12:34)<Ternal-sempai> I can't remember the last time I played a game that induced catharsis.
(12:34)<Ternal-sempai> Can YOU??!?!?
(12:47)<Ternal-sempai> C-C-C-C-C-CONVO BREAKER!
(12:34)<Ternal-sempai> Can YOU??!?!?
(12:47)<Ternal-sempai> C-C-C-C-C-CONVO BREAKER!
by Rast Sekyd May 5, 2009

by Wetop April 24, 2008

Abbreviation of Choice and Consequence, a feature associated with computer role playing games where the intent is to make player choices matter.
A given choice might prevent the player from experiencing a part of the game's story or world, or eventually lead to failure of a mission or quest. This is done with the intent of either increasing the simulation aspect of the game or its replayability (and, occasionally, both).
The term was allegedly coined by Obsidian Entertainment during the development of Alpha Protocol, although the feature itself was already present in older games, such as the original Fallout series or Planescape Torment (among others).
A given choice might prevent the player from experiencing a part of the game's story or world, or eventually lead to failure of a mission or quest. This is done with the intent of either increasing the simulation aspect of the game or its replayability (and, occasionally, both).
The term was allegedly coined by Obsidian Entertainment during the development of Alpha Protocol, although the feature itself was already present in older games, such as the original Fallout series or Planescape Torment (among others).
C&C #1: I chose to join FACTION A, so now FACTION B hates me and won't allow me to join them.
C&C #2: I decided not to help COMPANION1 with his personal quest, so he died in a cutscene in the final battle.
C&C #2: I decided not to help COMPANION1 with his personal quest, so he died in a cutscene in the final battle.
by kenoxite January 19, 2014

by Tre Latraj November 22, 2005

Command And Conquer.
It is a game as well as an action.
The game is a famous series in which you build up your forces and destroy the opposing team.
the action is when you and a group try to pwn the other group.
It is a game as well as an action.
The game is a famous series in which you build up your forces and destroy the opposing team.
the action is when you and a group try to pwn the other group.
by Nikko April 13, 2005
