first 20 words 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 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

copy right

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

18
Q

character class

A

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

19
Q

Casual Game

A

A game played to relax not to beat or win.

20
Q

Beta

A

Very close to final design but still being tested.

21
Q

Pitch

A

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

22
Q

Probability

A

The likelihood that something will happen.

23
Q

Prototype

A

An early/unfinished version of the game.

24
Q

Publishers

A

Companies that manufacture and distribute games.

25
Q

Random

A

Occurrences in a game that players have no control over.

26
Q

Replayability

A

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

27
Q

Rules

A

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

28
Q

Service Mark

A

Legal protection for a tagline or catchphrase.

29
Q

Simulation

A

Intended to represent some part of reality.

30
Q

Space

A

The look and feel of the game from its design.

31
Q

Strategic

A

Strategy that involves your long range plan.

32
Q

System

A

Collection of game mechanics that produce a given outcome.

33
Q

System Design

A

Creation of rules and patterns in the game.

34
Q

Theme

A

Story or history that the game is trying to represent.

35
Q

Trademark

A

Form of intellectual property that applies to titles and names.

36
Q

Transparency

A

Whether or not a game reveals its secrets.

37
Q

User Interface Design

A

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

38
Q

Volatility

A

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

39
Q

World Design

A

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

40
Q

Zero Sum

A

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