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 games

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 and 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 to many choices or decisions

A

analysis

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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 in the 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

middle man 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

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

A

game writing

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22
Q

Sub category of games with well defined methods and appeal to players.

A

genre

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23
Q

A desired result or plan that you set to achieve.

A

goals

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24
Q

The visual aspects of a game, particularly the art.

A

graphics

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25
Q

Everything on the screen that the user will see.

A

graphical interface

26
Q

Feeling like you are really in the game as though you are really there.

A

immersion

27
Q

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

A

intellectual property

28
Q

Something that is repeated over and over.

A

iterative

29
Q

Strategy that involves your long range plan.

A

strategic

30
Q

Collection of game mechanics that produce a given outcome.

A

System

31
Q

Creation of rules and patterns in the game.

A

System Design

32
Q

Story or history that the game is trying to represent.

A

theme

33
Q

Form of intellectual property that applies to titles and names.

A

trademark

34
Q

The key details or selling points of the game.

A

Features List

35
Q

The extent to which the game circumstances change over time.

A

Fluidity

36
Q

Creating the content and the rules of the game

A

Game Design

37
Q

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

A

Game Engine

38
Q

Writing of the dialogue, text, and story within the worlds.

A

Game Writing

39
Q

The defined starting and ending points.

A

length

40
Q

Maps and placements of objects and challenges within those maps

A

Level Design

41
Q

Does not require decision making, game is based only on luck.

A

Luck of the Draw

42
Q

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

A

Mechanics

43
Q

A strong form of protection for an intellectual property.

A

Patent

44
Q

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

A

Play Balance

45
Q

When the action of one player immediately affects at least one other players situation.

A

Player Interaction

46
Q

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

A

Play Testers

47
Q

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

A

Pitch

48
Q

The likelihood that something will happen.

A

Probability

49
Q

An early/unfinished version of the game.

A

Prototype

50
Q

Companies that manufacture and distribute games.

A

Publishers

51
Q

Occurrences in a game that players have no control over.

A

Random

52
Q

Whether or not a game reveals its secrets.

A

Transparency

53
Q

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

A

User Interface Design

54
Q

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

A

Volatility

55
Q

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

A

World Design

56
Q

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

A

Zero Sum

57
Q

Strategy that involves your long range plan.

A

Strategic

58
Q

Collection of game mechanics that produce a given outcome.

A

System

59
Q

Creation of rules and patterns in the game.

A

System Design

60
Q

Form of intellectual property that applies to titles and names.

A

Trademark