game design vocab Flashcards

1
Q

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

A

AAA List Games

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2
Q

video games made to resemble board games and vise versa.

A

Convergence

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3
Q

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 (or a sprite)

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 game play

A

Decision Making

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13
Q

results like play actions being put into motion

A

Dynamics

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14
Q

movie inserted into the video game

A

Cinematic

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15
Q

east 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 the publisher

A

Agent

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17
Q

when a player is not actually participating

A

Downtime

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18
Q

the profession of the character that says what he/she can and cannot do

A

Character Class

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19
Q

a game played to relax not to beat or win

A

Casual Game

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20
Q

very close to final design but still being tested

A

Beta

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21
Q

the key details of selling points of the game

A

Features List

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22
Q

the extent to which the game circumstances change over time

A

Fluidity

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23
Q

creating the content and the rules of the game

A

Game Design

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24
Q

development software that game designers use to manage are, sound, and code

A

Game Engine

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25
Q

writing of the dialogue, text, and story within the world

A

Game Writing

26
Q

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

A

Genre

27
Q

a desired result or plan that you set to achieve

A

Goals

28
Q

the visual aspects of a game, particularly the art

A

Graphics

29
Q

everything on the screen that the user will see

A

Graphical Interface

30
Q

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

A

Immersion

31
Q

identifiable characters or stories that are owned by and individual or company

A

Intellectual Property

32
Q

something that is repeated over and over again

A

Iterative

33
Q

the defined starting and ending points

A

Length

34
Q

maps and placements of objects and challenges within those maps

A

Level Design

35
Q

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

A

Luck of the Day

36
Q

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

A

Mechanics

37
Q

a strong form of protection for an intellectual property

A

Patent

38
Q

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

A

Play Balanced

39
Q

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

A

Player Interaction

40
Q

people who play an unfinished game to find errors, inconsistencies or other issue

A

Play Testers

41
Q

brief description and/or presentation of a game

A

Pitch

42
Q

the likelihood that something will happen

A

Probability

43
Q

an early / unfinished version of the game

A

Prototype

44
Q

companies that manufacture and distribute games

A

Publishers

45
Q

occurrences in a game that players have no control over

A

Random

46
Q

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

A

Replayability

47
Q

the mechanics enforce these things that you can or cannot do

A

Rules

48
Q

legal protection for a tagline or catchphrase

A

Service Mark

49
Q

intended to represent some part of reality

A

Simulation

50
Q

the look and feel of the game from its design

A

Space

51
Q

strategy that involves your long range plan

A

Strategic

52
Q

collection of game mechanics that produce a given a outcome

A

System

53
Q

creation of rules and patterns in the game

A

System Design

54
Q

story or history that the game is trying to represent

A

Theme

55
Q

form of intellectual property that applies to titles and names

A

Trademark

56
Q

whether or not a game reveals its secrets

A

Transparency

57
Q

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

A

User Interface Design

58
Q

the extent to which the games arrangements are not subject to the changes caused by others

A

Volatility

59
Q

creation of the overall back story setting and theme of the game

A

World Design

60
Q

situation where one player can gain by taking away from another player

A

Zero Sum