Lecture 2 Flashcards

1
Q

In the game development, the ? is one of the first components that must be considered–and it can have a great effect on how a game is played due to everything from screen size, surrounding environment, online capabilities, audio/video quality, processing speed, and storage capacity.

Significance of Platforms, Intervals and Modes

Platforms and Player Modes

A

target platform

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2
Q

? or ?? is an environment including software and hardware components which is designed specifically for running video games.

Platforms for Games

Platforms and Player Modes

A
  • Platforms
  • game platform
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3
Q

Since each game platform has ?, games developed for each platform differ in several important respects.

Platforms for Games

Platforms and Player Modes

A

distinct characteristics

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4
Q

(4) List of current available platforms for games:

Game Platforms | Enumerate

Platforms and Player Modes

A
  • Arcades
  • Consoles
  • Desktop Computer / Laptops
  • Handheld Devices
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5
Q

?

are stand alone game system found in public venues – such as video arcades, bowling alleys, amusement parks, and sometimes in pizza parlors

Arcades

Platforms and Player Modes

A

Arcade games

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6
Q

Most games are played standing up – with player controls consisting of ?, ?? or a combination of both.

Arcades - Arcade Games

Platforms and Player Modes

A
  • buttons
  • joysticks
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7
Q

(6) Some arcade games use other types of controllers – such as:

Arcades | Enumerate

Platforms and Player Modes

A
  • Pedals and steering wheels
  • Foot pads
  • Guns
  • Sports games
  • Pinball machines
  • Slot machines
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8
Q

?

for driving simulators;

Arcades - 6 Types of Controllers

Platforms and Player Modes

A

Pedals and steering wheels

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9
Q

?

for dancing simulators (like Dance Dance Revolution)

Arcades - 6 Types of Controllers

Platforms and Player Modes

A

Foot Pads

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10
Q

?

for Shooter-type arcades

Arcades - 6 Types of Controllers

Platforms and Player Modes

A

Guns

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11
Q

?

such as air hockey and basketball hoops

Arcades - 6 Types of Controllers

Platforms and Player Modes

A

Sports games

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12
Q

?

(sometimes seen in pizza parlors)

Arcades - 6 Types of Controllers

Platforms and Player Modes

A

Pinball machines

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13
Q

?

mostly found in casinos but is common in arcades as well (involving coins)

Arcades - 6 Types of Controllers

Platforms and Player Modes

A

Slot machines

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14
Q

(3) There are three main entities associated with arcade game development:

Arcades | Enumerate

Platforms and Player Modes

A
  • Hardware manufacturer
  • Game (or content) developer
  • Venue operator
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15
Q

?

owns the rights to the hardware and has control over what content is played on it.

Arcades - 3 Main arcade game development entities

Platforms and Player Modes

A

Hardware manufacturer

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16
Q

?

often develops the game for the manufacturer, but is sometimes the same company as the manufacturer.

Arcades - 3 Main arcade game development entities

Platforms and Player Modes

A

Game (or content) developer

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17
Q

?

licenses or purchases the game from the manufacturer and collects revenue from the players

Arcades - 3 Main arcade game development entities

Platforms and Player Modes

A

Venue operator

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18
Q

? or ?? are usually played in the home, hooked up to a television set. Console systems support four controllers.

Consoles

Platforms and Player Modes

A
  • Console Systems
  • Consoles
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19
Q

An advantage of developing for a ? is that the hardware will not vary from player to player

Consoles

Platforms and Player Modes

A

proprietary console system

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20
Q

?

are moving away from their special-purpose roots; most are used for playing DVDs, MP3s, streaming movies, and television content

Consoles

Platforms and Player Modes

A

Consoles

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21
Q

(2) Some known consoles today:

Consoles

Platforms and Player Modes

A
  • Sony’s PS4 and PS5 consoles
  • Microsoft’s Xbox Series X and S consoles
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22
Q

? or ?? or just ??? are machines that performs processes, calculations and operations based on instructions provided by a software.

Desktop Computers

Platforms and Player Modes

A
  • PC
  • Personal Computers
  • Computers
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23
Q

There is so much variation in hardware setups between players that it is next to ? the average speed, hardware space, and memory allotment that players will be using.

Desktop Computers

Platforms and Player Modes

A

impossible to predict

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24
Q

In planning stages of creating a game, the development team needs to create ? for the game and try to develop the game around these requirements.

Desktop Computers

Platforms and Player Modes

A

prospective technical specifications

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25
Q

(2) Most software (including games) defines two sets of system requirements:

Desktop Computers | Enumerate

Platforms and Player Modes

A
  • Minimum Requirements
  • Recommended Requirements
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26
Q

?

these are necessary requirements to load an play the game from beginning to end (e.g., processing speed, memory, disk space).

Desktop Computers - 2 System Requirements

Platforms and Player Modes

A

Minimum Requirements

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27
Q

?

recommended specs expand further on the minimum specs – also allowing for an enhanced game-playing experience (e.g., high-end sound and video cards).

Desktop Computers - 2 System Requirements

Platforms and Player Modes

A

Recommended Requirements

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28
Q

?

are played on a computer platform or through a consoles system connected to the Internet, but the technology behind online games differs greatly from games on other platforms.

Desktop Computers: Online

Platforms and Player Modes

A

Online games

29
Q

Players need an Internet connection to play, and game information might be stored on a ?

Desktop Computers: Online

Platforms and Player Modes

A

server

30
Q

Technical issue related to online games includes ?, which is made up of bandwidth and latency.

Desktop Computers: Online

Platforms and Player Modes

A

connection speed

31
Q

?

is how many bytes per second the connection can average

Desktop Computers: Online

Platforms and Player Modes

A

Bandwidth

32
Q

?

is the time it takes for packets to be transferred to the user.

Desktop Computers: Online

Platforms and Player Modes

A

Latency

33
Q

In Video game industry, ? represents providing video games or game content on a continuing revenue model, similar to software as a service.

Desktop Computers: Online

Platforms and Player Modes

A

Game as a Service (GaaS)

34
Q

Some form of Game as a Service includes ?, ??, ??? and ????.

Desktop Computers: Online

Platforms and Player Modes

A
  • Game Subscriptions
  • Game subscription services
  • Cloud Gaming
  • Micro-transactions
35
Q

(4) Some forms of Games as a Service

Some forms of Games as a Service | Enumerate

Platforms and Player Modes

A
  • Game Subscriptions
  • Cloud Gaming
  • Micro-transactions
  • Season Passes
36
Q

?

revenue from these subscriptions pay for the computer servers to run the game.

Some forms of Games as a Service

Platforms and Player Modes

A

Game Subscriptions

37
Q

?

EA Play and Xbox Game Pass grant subscribers complete access to a large library of games offered digitally.

Some forms of Games as a Service

Platforms and Player Modes

A

Cloud Gaming

38
Q

?

it represent low-cost purchases, that provide some form of additional content to the purchaser.

Some forms of Games as a Service

Platforms and Player Modes

A

Micro-transactions

39
Q

?

games with ? provide one or more large content updates over the course of a your or a season in the game.

Some forms of Games as a Service

Platforms and Player Modes

A

Season Passes

40
Q

?

are small, portable self-contained video game console with a built-in screen, game controls and speakers.

Handheld Devices

Platforms and Player Modes

A

Handheld game consoles

41
Q

?

is a hybrid video game console, consisting of a console unit, a dock, and two Joy-Con controllers. It is a hybrid console, means that it can be a home console and handheld device. It was released on March 2017.

Handheld Devices

Platforms and Player Modes

A

Nintendo Switch

42
Q

?

is a handheld gaming computer developed by Valve. It features a docked mode when connected to a monitor. It was released on February 2022

Handheld Devices

Platforms and Player Modes

A

Steam Deck

43
Q

?

is also being used as platforms for games.

Handheld Device: Mobile

Platforms and Player Modes

A

Mobile phones

44
Q

?

refers to all games that are played on any portable devices (including mobile phones)

Handheld Device: Mobile

Platforms and Player Modes

A

Mobile games

45
Q

In Today’s World, most of mobile games are usually downloaded from an ?.

Handheld Device: Mobile

Platforms and Player Modes

A

app store

46
Q

?

is the process by which applications are created for devices running the Android Operating System

Handheld Device: Mobile

Platforms and Player Modes

A

Android Development

47
Q

?

are time-dependent elements that affect the pacing of the game.

Time Interval

Platforms and Player Modes

A

Time Intervals

48
Q

This pacing affects whether the game is played ? or ??.

Time Interval

Platforms and Player Modes

A
  • reflexively
  • reflectively
49
Q

There are two basic time intervals used in games: ? and ??.

Time Interval

Platforms and Player Modes

A
  • turn-based
  • real-time
50
Q

?

this has flow that is partitioned into defined parts, called turns, moves, or plays.

Time Interval

Platforms and Player Modes

A

Turn-Based

51
Q

A player of a turn-based game is allowed ? before committing to a game action, ensuring a separation between the game flow and the thinking process, which in turn presumably leads to better choices.

Time Interval - Turn-Based

Platforms and Player Modes

A

a period of analysis

52
Q

? and ?? are some of the most well-known turn-based games.

Time Interval - Turn-Based

Platforms and Player Modes

A
  • Billiards
  • Chess
53
Q

?

have game time progress continuously according to the game clock.

Time Interval

Platforms and Player Modes

A

Real-time games

54
Q

Players perform actions ? as opposed to in sequential units or turns.

Time Interval - Real-time games

Platforms and Player Modes

A

simultaneously

55
Q

Players must perform actions with the consideration that their opponents are actively working against them in ?, and may act at any moment.

Time Interval - Real-time games

Platforms and Player Modes

A

real-time

56
Q

?

are directly correlate to the number of people playing a game. These modes range from single-player to massively multiplayer-involving thousands of players.

Platforms and Player Modes

A

Player modes

57
Q

Some common player modes includes ?, ??, ???, ????, and ?????.

Player Modes

Platforms and Player Modes

A
  • Single-Player
  • Two-Player
  • Local Multiplayer
  • LAN Based Multiplayer
  • Online Multiplayer
58
Q

In ?, only one person can play the game

Player Modes

Platforms and Player Modes

A

Single Player

59
Q

Additional players (usually opponents) in the game are known as ? characters or ??.

Player Modes - Single Player

Platforms and Player Modes

A
  • Artificial Intelligence (AI)
  • Non-Player Characters (NPCs)
60
Q

As the narrative and conflict in single-player gameplay is created by a computer rather than a human opponent, ? games are able to deliver certain gaming experiences that are typically absent – or de-emphasized – in multiplayer games.

Player Modes - Single Player

Platforms and Player Modes

A

single-player

61
Q

?

(also known as head-to-head) games is a multiplayer game that is played by two players.

Player Modes

Platforms and Player Modes

A

Two-player

62
Q

The first two-player arcade consoles contained two ? – one for single-player mode, and one for two-player mode.

Player Modes - Two-Player

Platforms and Player Modes

A

start buttons

63
Q

In ?, all players sit in the same space and play the game on the same machine – sharing the same screen using separate input devices (controllers).

Player Modes

Platforms and Player Modes

A

Local player mode

64
Q

In ?, all players sit in the same space and play the game on the same machine – sharing the same screen using separate input devices (controllers).

Player Modes

Platforms and Player Modes

A

Local player mode

65
Q

This is common mode of play on console systems, which allow for local play of up to ?.

Player Modes - Local Multiplayer

Platforms and Player Modes

A

four players

66
Q

?

allow players to share the game on a Local Area Network (LAN) without sharing the screen or input device.

Player Modes

Platforms and Player Modes

A

LAN-Based games

67
Q

With ?, it became possible to combine the networking capabilities of online mainframe games with personal computers that could be placed in one local
area.

Player Modes - LAN-Based Multiplayer

Platforms and Player Modes

A

LAN-based games

68
Q

?

represent a form of a networked play – where players connect their computers to a network and share the game.

Player Modes

Platforms and Player Modes

A

Online games

69
Q

This mode is associated with games that persist 24 hours per day and maintain a subscriptionbased revenue model in which players pay a ? to continue playing the game.

Player Modes - Online Multiplayer

Platforms and Player Modes

A

monthly fee