terms 1-60 Flashcards

1
Q

games which are advertised frequently and have budgets over $20 million

A

AAA list Games

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2
Q

video games made to resemble board games and 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 goals

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 or nothing to do with the real world

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 the player in the game (or in sprite)

A

avatar

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11
Q

probability distribution where some events are more likely to occur than others

A

bell curve

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12
Q

making choices that will affect the rest of your game play

A

decision making

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13
Q

Results 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 actually participating

A

downtime

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18
Q

The profession of the character that says what he or she can and cannot do

A

Character Class

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19
Q

A game played to relax not to beat or win

A

Casual Game

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20
Q

Very close to final design but still being tested

A

Beta

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21
Q

the key details or selling points of a game

A

features list

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22
Q

the extent to witch the game circumstances change over time

A

fluidity

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23
Q

creating the content and the rules of a game

A

game design

24
Q

development software that game designers use to manage art,sound,and code

A

game engine

25
Q

writing of the dialogue, text, and story within the worlds

A

game writing

26
Q

sub category of games with well defined methods and appeal to players

A

genre

27
Q

a desired result or plan that you set to achieve

A

goals

28
Q

the visual aspects of a game, particularly the art

A

graphics

29
Q

everything on the screen that the user will see.

A

graphical interface

30
Q

feeling like you are really in the game as though you care really there

A

immersion

31
Q

identifiable characters or stories that are owned by an individual or company.

A

intellectual property

32
Q

something that is repeated over and over

A

iterative

33
Q

the defined starting and ending points.

A

length

34
Q

maps and placements of objects and challenges within those maps

A

level design

35
Q

does not require decision making, hame is based only on luck

A

luck of the draw

36
Q

how you move, earn points, gain resources, etc. within the game

A

mechanics

37
Q

a strong form of protection for an intellectual property

A

patent

38
Q

a balanced game is one that is fair and each player has an equal chance of winning

A

play balance

39
Q

when the action of one player immediately affects at least one other player situation

A

player interaction

40
Q

people who play an unfinished game to find errors inconsistencies or other issues

A

play testers

41
Q

brief description and/or presentation of a game or a game concept designed to secure funding.

A

pitch

42
Q

The likelihood that something will happen.

A

probability

43
Q

An early unfinished version of the game.

A

prototype

44
Q

Companies that manufacture and distribute games.

A

publishers

45
Q

occurrences in a game that players have no control over

A

random

46
Q

Strategy that involves your long range plan

A

Strategic

47
Q

Collection of game mechanics that produce a given outcome

A

System

48
Q

Creation of rules and patterns in the game.

A

System Design

49
Q

Story or history that the game is trying to represent.

A

Theme

50
Q

Form of intellectual property that applies to titles and names.

A

Trademark.

51
Q

A game that allows it to be played over and over again.

A

Replayability

52
Q

The mechanics enforce these things that you can or cannot do

A

Rules

53
Q

Legal protection for a tagline or catchphrase.

A

Service Mark

54
Q

Intended to represent some part of reality.

A

Simulation

55
Q

The look and feel of the game from its design

A

Space