Terms: 1-60 Flashcards

1
Q

games which are advertised frequently and have a budget of 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’s shared with testers.

A

Alpha

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4
Q

parts of your game.

A

Components

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5
Q

whether a game is easy to play or takes skill.

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 a player in a game.

A

Avatar

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11
Q

probability distribution where some events are more likely to happen 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 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

22
Q

the extent to which game circumstances change over time.

23
Q

creating the content and the 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
writing of dialogue or text and story.
Game Writing
26
sub category of a game that has defined methods and appeal to players.
Genre
27
a desired plan or result
Goals
28
The visual aspects of a game, particularly the art.
Graphics
29
Everything on the screen that the user will see.
graphical interface
30
Feeling like you are really in the game as though you are really there
immersion
31
Identifiable characters or stories that are owned by an individual or company.
intellectual property
32
Something that is repeated over and over.
iterative
33
The defined starting and ending points.
length
34
Maps and placements 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, gain resources, etc. within the game
mechanics
37
A strong form of protection for an intellectual property.
patent
38
A balanced game is one that is fair and each player has an equal chance of winning.
play balance
39
When the action of one player immediately affects at least one other players situation.
player interaction
40
People who play an unfinished game to find errors, inconsistencies, or other issues.
play testers
41
strategy that involves your long range plan
strategic
42
collection of game mechanics that produce a given outcome
system
43
creation of rules and patterns in a game
system design
44
story or history that the game is trying to present
theme
45
form of intellectual property that applies to titles and names
trademark
46
Whether or not a game reveals its secrets
Transparency
47
How the player receives information and how the player interacts with the game.
user interface design
48
The extent to which the game arrangements are not subject to the changes caused by other players.
volatility
49
Creation of the overall backstory, setting, and theme of the game
world design
50
Situation where one player can only gain by taking away from another player.
zero sum