Terms 1-60 Flashcards

1
Q

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

A

AAA List Games

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2
Q

video games made to resemble board games & 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 & it’s 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 a 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 can not 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 the game

A

features 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 rules of the 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

visuals

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 are 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, game 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 players situation

A

player interaction

40
Q

people who play an unfinished game to find errors, inconsistences, or other

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

occurences in a game that players have no control over

A

random

46
Q

a game that allows it to be played over and over again

A

replayability

47
Q

the mechanics enforce those things that you can or can not do

A

rules

48
Q

legal protection for a tagline or catchphrase

A

service mask

49
Q

intended to represent some part of reality

A

simulation

50
Q

the look and feel of the game from its design

A

space

51
Q

strategy that involves your long range plan

A

strategic

52
Q

collection of game mechanics that produce a given outcome

A

system

53
Q

creation of rules and patterns in a game

A

system design

54
Q

story or history that the game is trying to represent

A

theme

55
Q

form of intellectual property that applies to titles and names

A

trademark