terms 1-60 Flashcards
games which are advertised freqentley and have budgets over $20 million dollars.
AAA 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
Componets
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 action being put into motion
Dynamics
movie inserted into the video game
Cinematic Movie
easy to learn and easy to play, yet no always easy to master.
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 in a game
features list
the extent to which the game circumstnaces change over time.
fluidity
creating the content and the rules of the game
game design
development software that game design use to manage art,sound,and code
game engine
writing of the dialouge,text,and story within the worlds
game writing
sub catagory 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 in 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
Idenitfiable characters or stories that are owned by any individual or company
Intellectual Property
something that is repeated over and over
Interative
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,ect, within the game.
mechanics
a strong form of protection for an intelectual property
patent
a balanced game is ne that is fair and each player has an equal chance of winning
play balance
when the action of a player immediatly affects at least one other players situation
player interaction
people who play unfinished games to find the errors ; inconsistencies or other issues
play testers
brief discription and/or presentation of a game or a game concept design to secure fundings.
pitch
the likelihood that something will happen
probablility
an early/unfinished version of the game
prototype
companies that manufacture and distribute the games
publishers
occurence in the game that players have no control over
random
strategy that involves your long range plan
strategic
collection of game mechanics that produce a given outcome
system
creation of rules and patterns in a game
system design
story or history that the game is trying to present
theme
form of intellectual property that applies to titles and names
trademark