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.

A

fluidity

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
Q

writing of dialogue or text and story.

A

Game Writing

26
Q

sub category of a game that has defined methods and appeal to players.

A

Genre

27
Q

a desired plan or result

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 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, inconsistencies, or other issues.

A

play testers

41
Q

strategy that involves your long range plan

A

strategic

42
Q

collection of game mechanics that produce a given outcome

A

system

43
Q

creation of rules and patterns in a game

A

system design

44
Q

story or history that the game is trying to present

A

theme

45
Q

form of intellectual property that applies to titles and names

A

trademark

46
Q

Whether or not a game reveals its secrets

A

Transparency

47
Q

How the player receives information and how the player interacts with the game.

A

user interface design

48
Q

The extent to which the game arrangements are not subject to the changes caused by other players.

A

volatility

49
Q

Creation of the overall backstory, setting, and theme of the game

A

world design

50
Q

Situation where one player can only gain by taking away from another player.

A

zero sum