terms 1-60 Flashcards
Games which are advertised frequently and have budgets over $20 million.
AAA List Games
Video games made to resemble board games and vice 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 it’s 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 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 gameplay.
Decision making
Results like play actions being put into motion.
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 participating.
Downtime
The profession of a character that says what he or she can or cannot do.
Character class
A game played to relax not to 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.
Feature list
The extent to which the game circumstances change over time.
Fluidity
Creating the content and rules to 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 words.
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 an individual or company.
Intellectual property
something that is repeated over and over.
Iterative
The defined starting and ending point.
Length
maps and placements of objects and challenges within a map.
Level design
Does not require decision making,game is based on luck
Luck Of The Draw
How you move, earn points,resources,etc. in a 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 at winning.
Play Balance
When the action of one player immediately affects at least one other player’s situation.
Player Interaction
People who play an unfinished game to find errors, inconsistencies, or other issues.
Play Testers
Brief description and/or presentation of of a game or a game concept designed to secure funding.
Pitch
The likelyhood that something will happen.
Probability
An early/unfinished version of the game.
Prototype
Companies that manufacture and distribute games.
Publishers
Occurrences in the game that players have no control of.
Random
A game that allows it to be played over and over again.
Replayability
the mechanics enforce these things that tell you what you can or cannot do.
Rules
Legal protection for a tagline or catchphrase.
Service mark
Intended to represent some form of reality.
Simulation
The look and the feel of the game from it’s design.
Space
Strategy that involves your long term plan.
Strategic
Collection of game mechanics that produce a given 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 it’s secrets.
Transparency
How the player receives information and how the player interacts with the game.
User Interface Design
The extent to which the game arrangements are not subject to the changes caused by other players.
Volatility
Creation of the overall backstory, setting, and theme of the game.
World design
Situation where one player can only gain by taking away from another player.
Zero Sum