terms 1-60 Flashcards
games which are advertised frequently and have a budget of over 20 million
AAA list games
video games that resemble board games and vice versa
convergence
very first build of a game shared with testers
alpha
parts of your game
components
whether a game is easy to play or requires more experience
depth
provides an overview of the game and its learning goals
design document
laws that protect creation
copyright
a game that has no connection to the real world
abstract
where the player is presented with to many choices
analysis paralysis
represents the player in the game
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 put into motion
dynamics
movie inserted into the game
cinematic
easy to learn and easy to play but not always easy to master
accessibility
middle man between the creator and publisher
agent
when a player is not actually participating
downtime
the profession of the character that says what he or she can do
character class
early version of the game that is played by beta testers
beta
a game played to relax and not to win
casual
key details or selling points of a game
features list
the extent to which the game’s circumstances change over time
fluidity
creating content and rules for a game
game design
development software that game designers use to manage everything
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 you set to achieve
goals
the visual aspects of a game particularly art
graphics
everything on screen that the user sees
graphical interface
feeling like you are 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 points
length
maps and placements of objects and challenges within those maps
level design
does not require decision making, game is based on luck
luck of the draw
how you move, earn points, gain resources, etc. within the game
mechanics
strong form of protection for an intellectual property
patent
a balanced game is one that is fair and each player has an equal chance of winning
play ballance
when the action of one player immediately affects at least one other player
player interaction
people who play an unfinished game to find errors, inconsistencies, or other issues.
play testers
brief description of a game or a game concept designed to secure funding
pitch
the likelihood that something will happen
probability
an early version of a game
prototype
companies that manufacture and destribute games
publishers
occurrences in the game that players have no control of
random
a game that allows it to be played over and over
replayability
the mechanics enforce these things that you can and can’t do
rules
a legal protection for a tagline or catchphrase
service mark
intended to represent some part of reality
simulation
the look and feel of a game from its design
space
strategy that involves your long-range plan
strategic
a 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
weather or not a game reveals its secrets
transparency
how the player receives information and interacts with the game
user interface design
the extent to which the game is not subject to change by players
volatility
creation of the overall history, setting, and theme of the game
world design
situation where the player can only gain by taking away from another player
zero-sum