term 1-60 Flashcards

1
Q

Game 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 over view of the game and its learning goals

A

Design Document

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7
Q

law that protects creations

A

Copyright

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8
Q

a game that has no connection or nothing to do with 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 happen 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 action being put into motions

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 the publisher

A

Agent

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17
Q

when a player is not actually participation

A

Downtime

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18
Q

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

A

Character class

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19
Q

a game played to relax not to be beat or win

A

casual game

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20
Q

very close to the final design but still being tested

A

Beta

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21
Q

The key details or 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 art, sound, and code

A

Game Engine

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25
Q

Writing of the dialogue, text, and story within the worlds

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 really are

A

immersion

31
Q

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

A

intellectual Property

32
Q

something that is repeated over and over

A

iterative

33
Q

the defined starting and ending points

A

length

34
Q

maps and placement 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 Draw

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

A

play balence

39
Q

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

A

player interation

40
Q

players that play an unfinshed game to find errors, inconsistencies or other issues

A

play testers

41
Q

Brief description and or presentation of a game or a game consept designed to sucure funding

A

Pitch

42
Q

the likeyhood that something will happen

A

probalability

43
Q

an early/ unfinshed version of the game

A

prototype

44
Q

companies that manufacture and distributes games

A

Publishers

45
Q

occurrences in a game that players have to control

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 cannot do

A

rules

48
Q

legal protection

A

service marks

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 prouce 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 title and name

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 extended to which the game arrangements are not subtracted to the changes caused by other players

A

volatility

59
Q

creation of the overall backstory, settings, and theme of the game

A

world design

60
Q

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

A

zero sum