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
Converge
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 its 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 a 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 game play
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 maste.
Accessibility
Middleman between the creator and the publisher
Agent
When a player is not actually participating
Downtime
The profession of the character that says what he or she can and cannot do
Character Class
A game played to relax not to beat or win
Casual Game
Very close to 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
Writing of the dialogue, text, and story within the words
Game Writing
Sub categories 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 Interference
Feeling like you are really in the game as though you are really there
Immersion
Identifiable characters of stories that are owned by an individual or company
Intellectual Property
Something that is repeated over and over
Interactive
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 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 balanced game is one that is fair and each player has an equal chance of winning
Play Balance
When the action of one player immediately affects at least one other players situation
Player interaction
People who play an unfinished game to find errors, inconsistencies, or other issues
Play Testers
Strategy that involves your long range 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
A game that allows it to be played over and over again.
Replayablity
The mechanics enforce these things that you can or cannot do.
Rules
Legal protection for a tagline or catchphrase.
Service Mark
Intended to represent some part of reality.
Simulation
The look and feel of the game from its design.
Space
Weather or not a game revels its 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 the theme of the game.
World Design
Situation where one player cam only gain by taking away from another player.
Zero Sum
Brief description and/or presentation of a game or a game concept designed to secure funding.
Pitch
The likelihood that something will happen.
Probability
An early/unfinished version of the game.
Prototype
Companies that manufacture and distribute games.
Publishers
Occurrences in a game that players have no control over.
Random