term 1-60 Flashcards
Game 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 over view of the game and its learning goals
Design Document
law that protects creations
Copyright
a game that has no connection or nothing to do with real world
Abstract
when a player is presented with too many choices or decisions
Analysis Paralysis
Represents the player in the game
Avatar
Probability distribution where some events are more likely to happen than others
Bell Curve
making choices that will affect the rest of your game play
Decision making
Results like play action being put into motions
Dynamics
Movie inserted into the video game
Cinematic
Easy 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 participation
Downtime
the profession of the character what says what he and she can and cannot do
Character class
a game played to relax not to be beat or win
casual game
very close to the final design but still being tested
Beta
The key details or 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 art, sound, and code
Game Engine
Writing of the dialogue, text, and story within the worlds
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 really are
immersion
identifiable characters or stories that are owned by an individual or company
intellectual Property
something that is repeated over and over
iterative
the defined starting and ending points
length
maps and placement of objects and challenges within those maps
level design
does not require decision making, game is based only on luck
Luck of the Draw
How you move, earn points, gain resources, etc. within the game
Mechanics
a strong form of protection for an intellectual property
patent
a balenced game is one that is fair and each player has a equal chance of winning
play balence
when the action of one player immediately affects at least one others players situation
player interation
players that play an unfinshed game to find errors, inconsistencies or other issues
play testers
Brief description and or presentation of a game or a game consept designed to sucure funding
Pitch
the likeyhood that something will happen
probalability
an early/ unfinshed version of the game
prototype
companies that manufacture and distributes games
Publishers
occurrences in a game that players have to control
Random
a game that allows it to be played over and over again
Replayability
The mechanics enforce these things that you cannot do
rules
legal protection
service marks
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 prouce 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 title and name
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 extended to which the game arrangements are not subtracted to the changes caused by other players
volatility
creation of the overall backstory, settings, and theme of the game
world design
situation where one player can only gain by taking away from another player
zero sum