bellwork Flashcards

1
Q

AAA list game

A

games which are advertised frequently and have budgets over 20 million dollars

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2
Q

convergence

A

video games made to resemble board games and vise-versa

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3
Q

alpha

A

very first build that is shared with testers

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4
Q

components

A

parts of your game

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5
Q

analysis paralysis

A

when a player is presented with too many choices or decisions

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6
Q

avatar

A

represents the player in the game

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7
Q

bell curve

A

probability distribution where some events are more likely to occur than others

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8
Q

decision making

A

making choices that will affect the rest of your game play

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9
Q

depth

A

whether a game is easy to play or requires more experience

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10
Q

design document

A

Provides an overview of the game and its learning goals.

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11
Q

copyright

A

Law that protects creation

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12
Q

abstract

A

A game that has no connection or nothing to do with the real world

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13
Q

Dynamics

A

Results like play actions being put into motion.

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14
Q

Cinematic

A

Movie inserted into the video game

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15
Q

Accessibility

A

Easy to learn and easy to play, yet not always easy to master

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16
Q

Agent

A

Middleman between the creator and the publisher.

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17
Q

downtime

A

when a player is not actually participating

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18
Q

character class

A

The profession of the character that says what he or she can and cannot do

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19
Q

casual game

A

The profession of the character that says what he or she can and cannot do

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20
Q

beta

A

The profession of the character that says what he or she can and cannot do

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21
Q

Features List

A

The key details or selling points of the game.

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22
Q

Fluidity

A

The extent to which the game circumstances change over time.

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23
Q

Game Design

A

Creating the content and the rules of the game.

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24
Q

Game Engine

A

Development software that game designers use to manage art, sound, and code.

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25
Q

Game Writing

A

Writing of the dialogue, text, and story within the world.

26
Q

Genre

A

Subcategory of games with well-defined methods and appeal to players.

27
Q

Goals

A

A desired result or plan that you set to achieve.

28
Q

Graphics

A

The visual aspects of a game, particularly the art.

29
Q

Graphical Interface

A

Everything on the screen that the user will see.

30
Q

Immersion

A

Feeling like you are really in the game as though you are really there.

31
Q

Intellectual Property

A

Identifiable characters or stories that are owned by an individual or company.

32
Q

Iterative

A

Something that is repeated over and over.

33
Q

Length

A

The defined starting and ending points.

34
Q

Level Design

A

Maps and placements of objects and challenges within those maps

35
Q

Luck of the Draw

A

Does not require decision making, the game is based only on luck.

36
Q

Mechanics

A

How you move, earn points, gain resources, etc. within the game.

37
Q

Patent

A

A strong form of protection for intellectual property.

38
Q

Play Balance

A

A balanced game is one that is fair and each player has an equal chance of winning.

39
Q

Player Interaction

A

When the action of one player immediately affects at least one other player’s situation.

40
Q

Play Testers

A

People who play an unfinished game to find errors, inconsistencies, or other issues.

41
Q

Pitch

A

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

42
Q

Probability

A

The likelihood that something will happen.

43
Q

Prototype

A

An early/unfinished version of the game.

44
Q

Publishers

A

Companies that manufacture and distribute games.

45
Q

Random

A

Occurrences in a game that players have no control over.

46
Q

Replayability

A

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

47
Q

Rules

A

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

48
Q

Service Mark

A

Legal protection for a tagline or catchphrase.

49
Q

Simulation

A

Intended to represent some part of reality.

50
Q

Space

A

The look and feel of the game from its design.

51
Q

Strategic

A

A strategy that involves your long-range plan.

52
Q

System

A

Collection of game mechanics that produce a given outcome.

53
Q

System Design

A

Creation of rules and patterns in the game.

54
Q

Theme

A

Story or history that the game is trying to represent.

55
Q

Trademark

A

Form of intellectual property that applies to titles and names.

56
Q

Transparency

A

Whether or not a game reveals its secrets.

57
Q

User Interface Design

A

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

58
Q

Volatility

A

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

59
Q

World Design

A

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

60
Q

Zero Sum

A

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