Terms 1-60 Flashcards

1
Q

Games that are advertised frequently and have a budget of over 20 million dollars.

A

AAA List Games

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2
Q

Video games made to resemble a board game or vice 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 overview of the game and its learning.

A

Design Document

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7
Q

Law that protects creation.

A

Copyright

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8
Q

A game that has no connection to real life.

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 a person in a game.

A

Avatar

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11
Q

A propability for an event to change or occur.

A

Bell Curve

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12
Q

A Desition to make a choice that affects the rest of the game.

A

Desition making

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13
Q

Result like play actions being put into motion.

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 particepating.

A

Downtime

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18
Q

The profession of the charecter that says what he of she cant do.

A

Charecter class

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19
Q

A game played to relax not to beat.

A

Casual game

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20
Q

Very close to final design.

A

Beta

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21
Q

The key details or selling point of the game.

A

Futures 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 rule 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
Writing of the dialogue, text, and story within the world.
Game writing
26
Subcategory of games with well-defined methods and appeal to players.
Genre
27
A desired result or plan that you set to achieve.
Goals
28
The visual aspects of a game, particularly the art.
Graphics
29
Everything that the player will see on the screen.
Graphical Interface
30
Feeling like you are really in the game.
Immersion
31
Identifiable characters or stories that are owned by an indivisible or company.
Intellectual
32
Something that is repeated.
Iterative
33
The defined starting and ending points.
Length
34
Maps and placement of objects and challenges within those maps.
Level Design
35
Does not require decision making, game is based only on luck.
Luck of the Draw
36
How you move, earn points, and etc. within the game.
Mechanics
37
A strong form of protection for intellectual property.
Patent
38
A balanced game is one that is fair and each player has a better chance.
play balance
39
When the actions of a player affect another player.
Player interaction
40
People who play an unfinished game to find errors.
Playtester
41
Brief description and/or presentation of a game or a game concept designed to secure funding.
Pitch
42
The likelihood that something will happen.
Probability
43
An early/unfinished version of the game.
Prototype
44
Companies that manufacture and distribute games.
Publishers
45
Occurrences in a game that players have no control over.
Random
46
A game that allows it to be played over and over again.
Replayability
47
The mechanics enforce these things that you can or cannot do.
Rules
48
Legal protection for a tagline or catchphrase.
Service Mark
49
Intended to represent some part of reality.
Simulation
50
The look and feel of the game from its design.
Space
51
Strategy that involves your long-range plans.
Strategic
52
Collection of game mechanics that produce a given outcome.
System
53
Creation of rules and patterns in the game.
System Design
54
Story or history that the game is trying to represent.
Theme
55
Form of intellectual property that applies to titles and names.
Trademark
56
Whether or not a game reveals its secrets.
Transparency
57
How the player receives information and how the player interacts with the game.
User Interface Design
58
The extent to which the game arrangements are not subject to the changes caused by other players.
Volatility
59
Creation of the overall backstory, setting, and the theme of the game.
World Design
60
Situations where one player can only gain by taking away from another player.
Zero Sum