Lecture 5: Game Development II Flashcards

1
Q

List some disciplines of Game Design

A

Psychology, Economics, Cinematic, Sound Design, Management, Visual Arts , etc.

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2
Q

List some genres by activity in games

A

Action: overcome enemies, quick reflexes, hand-eye-coordination

Adventure: puzzles, exploration, story

Action-Adventure: Action + Adventure

Simulation: follow real-world behaviour as closely as possible

Sports Games, etc.

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3
Q

Name some genres by purpose

A
  • Advergames
  • Art/Expressive games
  • Educational games
  • Exergames
  • Games with Purpose
  • Serious Games
  • Gamification
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4
Q

For what stands MDA Framework?

A
  • Mechanics - particular components of the game, at the level of data representation and algorithms
  • Dynamics - run-time behavior of the mechanics acting on player inputs and each others’ output over time
  • Aesthetics - desirable emotional responses evoked in the player, when interacting with the game system
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5
Q

Describe the MDA Framework for a shooter game

A
  • Mechanics: Spawn Points, Ammo, Weapons
  • Dynamics: Camping, Sniping
  • Aesthetics: Challenge, Tension (Sensation)
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6
Q

In context of an MDA Framework:
Name 8 kinds of “fun”

A
  1. Sensation - Game as sense-pleasure
  2. Fantasy - Game as make-believe
  3. Narrative - Game as drama
  4. Challenge - Game as obstacle course
  5. Fellowship - Game as social framework
  6. Discovery - Game as uncharted territory
  7. Expression - Game as self-discovery
  8. Submission - Game as pastime
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7
Q

List Game Elements (from Schell)

A
  • Mechanics - Procedures and rules
    (Mechanics must be in balance! - e.g., for Fairness)
  • Story - Sequence of events
  • Aesthetics - How the game looks,
    sounds, smells, tastes, and feels
  • Technology - Technological foundation
    (digital or mechanical) of the game
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8
Q

What are indicators/causes from “Flow Experience” by games

A

● Extreme focus on a task.
● A sense of active control.
● Merging of action and awareness.
● Loss of self-awareness.
● Distortion of the experience of time.
● The experience of the task being the only necessary justification for continuing it.

(see slides from Pirker - image)

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9
Q

List characteristics to create Flow (Flow Experience)

A

● Have concrete goals with manageable rules.
● Demand actions to achieve goals that fit within the person’s capabilities.
● Have clear and timely feedback on performance and goal accomplishment.
● Diminish extraneous distraction, thus facilitating concentration.

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10
Q

Sketch the Flow Diagram

A
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