first 20 words Flashcards
AAA list games
games which are advertised frequently and have budgets over $20 million
convergence
video games to resemble board games and vice versa
Alpha
very first build that is shared with testers
components
parts of your game
depth
whether the game is easy to play or requires more experience
design document
provides an overview of the game and its learning goals
copy right
law that protects creation
abstract
a game that has no connection or nothing to do with the real world.
analysis paralysis
when a player is presented with too many choices or decisions.
avatar
represents the player in the game ( or a sprite).
bell curve
probability distribution where some events are more likely to occur than others.
decision making
making choices that will affect the rest of your game play.
Dynamics
Results like play actions being put into motion.
Cinematic
Movie inserted into the video game.
Accessibility
Easy to learn and easy to play, yet not always easy to master.
Agent
Middleman between the creator and the publisher.
Downtime
when a player is not actually participating
character class
The profession of the character that says what he or she can and cannot do.
Casual Game
A game played to relax not to beat or win.
Beta
Very close to final design but still being tested.
Pitch
Brief description and/or presentation of a game or a game concept designed to secure funding.
Probability
The likelihood that something will happen.
Prototype
An early/unfinished version of the game.
Publishers
Companies that manufacture and distribute games.
Random
Occurrences in a game that players have no control over.
Replayability
A game that allows it to be played over and over again.
Rules
The mechanics enforce these things that you can or cannot do.
Service Mark
Legal protection for a tagline or catchphrase.
Simulation
Intended to represent some part of reality.
Space
The look and feel of the game from its design.
Strategic
Strategy that involves your long range plan.
System
Collection of game mechanics that produce a given outcome.
System Design
Creation of rules and patterns in the game.
Theme
Story or history that the game is trying to represent.
Trademark
Form of intellectual property that applies to titles and names.
Transparency
Whether or not a game reveals its secrets.
User Interface Design
How the player receives information and how the player interacts with the game.
Volatility
The extent to which the game arrangements are not subject to the changes caused by other players.
World Design
Creation of the overall backstory, setting, and theme of the game.
Zero Sum
Situation where one player can only gain by taking away from another player.