3rd set of 20 words Flashcards

1
Q

Pitch

A

Brief description and/or presentation of a game or a game concept designed to secure funding.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Probability

A

The likely hood that something will happen.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Prototype

A

An early/unfinished prototype of the game.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Publishers

A

Companies that manufacture and distribute games.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Random

A

Occurrences in a game that players have no control over.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Replayability

A

A game that allows it to be played over and over again.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Rules

A

The mechanics enforce these things that you can or cannot do.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Service mark

A

Legal protection for a tagline or catchphrase.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Simulation

A

Intended to represent some part of reality.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Space

A

The look and feel of the game from its design.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Strategic

A

Strategy that involves your long range plan.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

System

A

Collection of game mechanics that produce a given outcome.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

System Design

A

Creation of rules and patterns in the game.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Theme

A

Story or history the game is trying to represent.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Trademark

A

Form of intellectual property that applies to titles and names.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Transparency

A

Whether or not a game reveals its secrets.

17
Q

User Interface Design

A

How the player receives information and how the player interacts with the game.

18
Q

Volatility

A

The extent to which the game arrangements are not subject to the changes caused by other players.

19
Q

World Design

A

Creation of overall backstory, setting, and theme of the game.

20
Q

Zero Sum

A

Situation where one player can only gain by taking away from another player.