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.

A

Genre

23
Q

a desired result or plan that you set to achieve.

A

Goals

24
Q

visual aspects of a game, particularly the arts.

A

Graphics

25
Q

everything on the screen that the user will see.

A

Graphical Interface

26
Q

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

A

Immersion

27
Q

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

A

Intellectual Property

28
Q

something that is repeated over and over.

A

Iterative

29
Q

the defined starting and ending points.

A

Length

30
Q

maps and replacements of objects and challenges within those maps.

A

Level Design

31
Q

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

A

Luck Of The Draw

32
Q

how you move, earn points, gain resources, ect. within the game.

A

Mechanics

33
Q

a strong form of protection for an intellectual property.

A

Patent

34
Q

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

A

Play Balance

35
Q

when the action of one player immediately affects at least one other players situation.

A

Player Interaction

36
Q

people who play an unfinished game.

A

Playtesters

37
Q

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

A

Pitch

38
Q

the likelihood that something will happen.

A

Probability

39
Q

an early/unfinished version of the game.

A

Prototype

40
Q

companies that manufacture and distribute games.

A

Publishers

41
Q

occurring in a game that players have no control over.

A

Random

42
Q

strategy that involves your long range plan.

A

Strategic

43
Q

collection of game mechanics that produce a given outcome.

A

System

44
Q

creation of rules and patterns in the game.

A

System Design

45
Q

story or history that the game is trying to represent.

A

Theme

46
Q

form of intellectual property that applies to titles and names.

A

Trademark

47
Q

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

A

Replayability

48
Q

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

A

Rules

49
Q

legal protection for a tagline or catchphrase.

A

Service Mark

50
Q

intended to represent some part of reality.

A

Simulation

51
Q

the look and feel of the game from its design.

A

Space