Game design Flashcards

1
Q

games which are advertised frequently and have budgets over 20$.

A

AAA list games

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2
Q

video games meant to resemble board games or board games made to resemble video games.

A

Convergence

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3
Q

The very first build that is shared with testers.

A

Alpha

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4
Q

Parts of your game.

A

Components

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5
Q

whether the game is easy to play or requires more experience.

A

Depth

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6
Q

provides an overview of the game and its learning goals.

A

Design Document

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7
Q

law that protects creation.

A

Copyright

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8
Q

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

A

Abstract

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9
Q

when a player is presented with too many choices or decisions.

A

Analysis Paralysis

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10
Q

represents the player in the game.

A

Avatar

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11
Q

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

A

Bell Curve

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12
Q

making choices that will affect the rest of your gameplay.

A

Decision Making

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13
Q

results like play actions being put in motion.

A

Dynamics

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14
Q

movie inserted into the video game.

A

Cinematic

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15
Q

easy to learn and easy to play yet not always easy to master.

A

Accessibility

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16
Q

middleman between the creator and publisher.

A

Agent

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17
Q

the key details or selling points of the game.

A

Feature list

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18
Q

the extent to which the game circumstances change over time.

A

Fluidity

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19
Q

creating the content and rules of the game.

A

Game Design

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20
Q

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

A

Game Engine

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21
Q

writing of the dialogue, text, and story within the words..

A

Game Writing

22
Q

sub category of games with well defined methods and appeal to players.

23
Q

a desired result or plan that you set to achieve.

24
Q

visual aspects of a game, particularly the arts.

25
everything on the screen that the user will see.
Graphical Interface
26
feeling like you are really in the game as though you are really there.
Immersion
27
identifiable characters or stories that are owned by an individual or company.
Intellectual Property
28
something that is repeated over and over.
Iterative
29
the defined starting and ending points.
Length
30
maps and replacements of objects and challenges within those maps.
Level Design
31
does not require decision making, game is based only on luck.
Luck Of The Draw
32
how you move, earn points, gain resources, ect. within the game.
Mechanics
33
a strong form of protection for an intellectual property.
Patent
34
a balanced game is one that is fair and each player has an equal chance of winning.
Play Balance
35
when the action of one player immediately affects at least one other players situation.
Player Interaction
36
people who play an unfinished game.
Playtesters
37
brief description and/or presentation of a game concept designed to secure funding.
Pitch
38
the likelihood that something will happen.
Probability
39
an early/unfinished version of the game.
Prototype
40
companies that manufacture and distribute games.
Publishers
41
occurring in a game that players have no control over.
Random
42
strategy that involves your long range plan.
Strategic
43
collection of game mechanics that produce a given outcome.
System
44
creation of rules and patterns in the game.
System Design
45
story or history that the game is trying to represent.
Theme
46
form of intellectual property that applies to titles and names.
Trademark
47
a game that allows it to be played over and over again.
Replayability
48
the mechanics enforce these things that you can or cannot do.
Rules
49
legal protection for a tagline or catchphrase.
Service Mark
50
intended to represent some part of reality.
Simulation
51
the look and feel of the game from its design.
Space