terms 1-60 Flashcards
games which are advertised frequently and have budgets over $20 million
AAA list games
video games made to resemble board games and vice versa
convergence
very first build that is shared with testers
alpha
parts of your game
components
wether or not the game is easy or hard to play
depth
provides an overview of the game and learning its goals
design document
law the protects creation
copyright
a game the has no connection or nothing to do with the real world
abstract
when a player is presented with too many choices
analysis paralysis
represents the player in the game
avatar
probability distrubtion where some events are more likely to accour than others
bell curve
making choices that will effect the rest of your game play
decision making
results like play actions being put into motion
dynamics
movie inserted into the video game
cinematic
easy to learn and east to play yet not always easy to master
accessibility
middleman between the creater and the publisher
agent
when a player is not actually participating
downtime
the profession of charachter that he or she can cannot do
character class
a game played to relax not to beat or win
casual game
very close to final design but still being tested
beta
the key details or selling points of the game
features list
the extent to which the game circumstance change over time
fluidity
creating the content and the rules of the game
game design
development software that game designers use to manage art, sound, and code
game engine
writing of the dialouge, text, and story within the worlds
game writing
sub category of games with well defighned methods and appeal to players
genre
a desigherd result or plan that you set to achive
goals
the visual aspects of a game, particularly the art
graphics
everything on the screen that the user will see
graphical interface
feeling like you are really in the game as though you are really there
immersion
identifable characters or stories that are owned by an indevisual or company
intellectual property
something that is repeated over and over
iterative
the difined starting and end points
length
maps and placements of objects and challenges within these maps
level design
does not require dicision making. game is based only on luck
luck of the draw
how you move, earn points, gain resources, etc. within the game
mechanics
a strong form of protection for an intelectual property
paten
a balanced game is one that is fair and each player has an equal chance of winning
play balance
when the action of one player immediatly affects at least one other players situation
player interaction
people who play an unfinished game to find errors inconsistances or other issuses
play testers
brief description and/ or presintation of a game or a game concept desgined to secure funding
pitch
the likelihood that something will happenen
propobility
an early/ unfinished version of the game
prototype
companies that manufature and distribute games
publishers
occurances in a game that players have no contol over
random
strategy that involves your long range plan
strategic
collection of game mechanics that produce a givin outcome
system
creation of rules and patterns in the game
system design
story or history that the game is trying to represent
theme
form of intellectual property that applies to titles and names
trademark
wheather or not a game reveals its secrets
transparent
how the player receives information and how the player interacts with the game
user interface design
the extent to which the game arrangements are not subject to the changes caused by other players
volatility
creation of the overall back story, setting, and theme of the game
world design
situation where one player can only gain by taking away from another player
zero sum