Bellwork Terms Flashcards

1
Q

AAA List Games

A

Games which are advertised frequently and have budgets over $20 million

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2
Q

Convergence

A

Video games made to resemble board games and vice 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

Depth

A

Whether the game is easy to play or requires more experience

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6
Q

Design Document

A

Provides an overview of the game and its learning goals

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7
Q

Copyright

A

Law that protects creation

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8
Q

Abstract

A

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

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9
Q

Analysis Paralysis

A

When a player is presented with too many choices or decisions

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10
Q

Avatar

A

Represents the player in the game (or a sprite).

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11
Q

Bell Curve

A

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

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12
Q

Decision Making

A

Making choices that will affect the rest of your game play

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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

A game played to relax not to beat or win

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20
Q

Beta

A

Very close to final design but still being tested

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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
Game Writing
Writing of the dialogue, text, and story within the worlds
26
Genre
Sub category of games with well defined methods and appeal to players
27
Goals
A desired result or plan that you set to achieve
28
Graphics
The visual aspects of a game, particularly the art
29
Graphical Interface
Everything on the screen that the user will see
30
Immersion
Feeling like you are really in the game as though you are really there
31
Intellectual Property
Identifiable characters or stories that are owned by an individual or company
32
Iterative
Something that is repeated over and over.
33
Length
The defined starting and ending points
34
Level Design
Maps and placements of objects and challenges within those maps
35
Luck of the Draw
Does not require decision making, game is based only on luck
36
Mechanics
How you move, earn points, gain resources, etc. within the game
37
Patent
A strong form of protection for an intellectual property
38
Play Balance
A balanced game is one that is fair and each player has an equal chance of winning
39
Player Interaction
When the action of one player immediately affects at least one other players situation
40
Play Testers
People who play an unfinished game to find errors, inconsistencies, or other issues
41
Pitch
Brief description and/or presentation of a game or a game concept designed to secure funding
42
Probability
The likelihood that something will happen
43
Prototype
An early/unfinished version of the game
44
Publishers
Companies that manufacture and distribute games
45
Random
Occurrences in a game that players have no control over
46
Replayability
game that allows it to be played over and over again.
47
Rules
The mechanics enforce these things that you can or cannot do
48
Service Mark
Legal protection for a tagline or catchphrase
49
Simulation
Intended to represent some part of reality
50
Space
The look and feel of the game from its design.
51
Strategic
Strategy that involves your long range plan
52
System
Collection of game mechanics that produce a given outcome
53
System Design
Creation of rules and patterns in the game
54
Theme
Story or history that the game is trying to represent
55
Trademark
Form of intellectual property that applies to titles and names
56
Transparency
Whether or not a game reveals its secrets
57
User Interface Design
How the player receives information and how the player interacts with the game
58
Volatility
The extent to which the game arrangements are not subject to the changes caused by other players
59
World Design
Creation of the overall backstory, setting, and theme of the game
60
Zero Sum
Situation where one player can only gain by taking away from another player