game design vocab Flashcards
games which are advertised frequently and have budgets over $20 million.
AAA List Games
video games made to resemble board games and vise versa.
Convergence
very first build that is shared with testers.
Alpha
parts of your game.
Components
whether the game is easy to play or requires more experience
Depth
provides an overview of the game and its learning goals
Design Document
law that protects creation
Copyright
a game that has no connection or nothing to do with the real world
Abstract
when a player is presented with too many choices or decisions
Analysis Paralysis
represents the player in the game (or a sprite)
Avatar
probability distribution where some events are more likely to occur than others
Bell Curve
making choices that will affect the rest of your game play
Decision Making
results like play actions being put into motion
Dynamics
movie inserted into the video game
Cinematic
east to learn and easy to play yet not always easy to master
Accessibility
middleman between the creator and the publisher
Agent
when a player is not actually participating
Downtime
the profession of the character that says what he/she can and cannot do
Character Class
a game played to relax not to beat or win
Casual Game
very close to final design but still being tested
Beta
the key details of selling points of the game
Features List
the extent to which the game circumstances change over time
Fluidity
creating the content and the rules of the game
Game Design
development software that game designers use to manage are, sound, and code
Game Engine
writing of the dialogue, text, and story within the world
Game Writing
sub category of games with well defined methods and appeal to players
Genre
a desired result or plan that you set to achieve
Goals
the visual aspects of a game, particularly the art
Graphics
everything on the screen that the user will see
Graphical Interface
feeling like you are really in the game as though you are really there
Immersion
identifiable characters or stories that are owned by and individual or company
Intellectual Property
something that is repeated over and over again
Iterative
the defined starting and ending points
Length
maps and placements of objects and challenges within those maps
Level Design
does not require decision making , game is based only on luck
Luck of the Day
how you move, earn points, gain resources, etc. within the game
Mechanics
a strong form of protection for an intellectual property
Patent
a balanced game is one that is fair and each player has an equal chance of winning
Play Balanced
when the action of one player immediately affects at least one other players situation
Player Interaction
people who play an unfinished game to find errors, inconsistencies or other issue
Play Testers
brief description and/or presentation of a game
Pitch
the likelihood that something will happen
Probability
an early / unfinished version of the game
Prototype
companies that manufacture and distribute games
Publishers
occurrences in a game that players have no control over
Random
a game that allows it to be played over and over again
Replayability
the mechanics enforce these things that you can or cannot do
Rules
legal protection for a tagline or catchphrase
Service Mark
intended to represent some part of reality
Simulation
the look and feel of the game from its design
Space
strategy that involves your long range plan
Strategic
collection of game mechanics that produce a given a outcome
System
creation of rules and patterns in the game
System Design
story or history that the game is trying to represent
Theme
form of intellectual property that applies to titles and names
Trademark
whether or not a game reveals its secrets
Transparency
how the player receives information and how the player interacts with the game
User Interface Design
the extent to which the games arrangements are not subject to the changes caused by others
Volatility
creation of the overall back story setting and theme of the game
World Design
situation where one player can gain by taking away from another player
Zero Sum