Terms 1-60 Flashcards

1
Q

AAA List Games

A

Games which are advertised frequently and have budgets over $20 million.

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2
Q

Convergence

A

Video games made to resemble board games and vice versa.

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3
Q

Alpha

A

Very first build that is shared with testers.

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4
Q

Components

A

Parts of your game.

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5
Q

Depth

A

Whether the game is easy to play or requires more experience.

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6
Q

Design Document

A

Provides an overview of the game and its learning goals.

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7
Q

Copyright

A

Law that protects creation.

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8
Q

Abstract

A

A game that has no connection or nothing to do with the real world.

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9
Q

Analysis Paralysis

A

When a player is presented with too many choices or decisions.

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10
Q

Avatar

A

Represents the player in the game (or sprite).

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11
Q

Bell Curve

A

Probability distribution where some events are more likely to occur than others.

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12
Q

Decision Making

A

Making choices that will affect the rest of your game play.

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13
Q

Dynamics

A

Results like play actions being put into motion.

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14
Q

Cinematic

A

Movie inserted into the video game.

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15
Q

Accessibility

A

Easy to learn and easy to play, yet not always easy to master.

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16
Q

Agent

A

Middle man between the creator and the publisher.

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17
Q

Downtime

A

When a player is not actually participating.

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18
Q

Character Class

A

The profession of the character that says what he or she can and cannot do.

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19
Q

Casual Game

A

A game played to relax not to beat or win.

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20
Q

Beta

A

Very close to final design but still being tested.

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21
Q

Features List

A

The key details or selling points of the game.

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22
Q

Fluidity

A

The extent to which game circumstances change over time.

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23
Q

Game design

A

Creating the content and rules of the game.

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24
Q

Game engine

A

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

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25
Game writing
Writing of the dialogue, text, and story within the worlds.
26
Genre
Sub category of games with well defined methods and appeal to players.
27
Goals
A desired result or plan that you set to achieve.
28
Graphics
The visual aspects of a game particularly the art.
29
Graphical interface
Everything on the screen that the user will see.
30
Immersion
Feeling like you are really in the game as though you are really there.
31
Intellectual Property
Identifiable characters or stories that are owned by an individual or company.
32
Iterative
Something that is repeated over and over.
33
Length
The defined starting and ending points.
34
Level design
Maps and placements of objects and challenges within those maps.
35
Luck of draw
Does not require decision making, game is based only on luck.
36
Mechanics
How you move, earn points, gain resources, etc. within the game.
37
Patent
A strong form of protection for an intellectual property.
38
Play Balance
A balanced game is one that is fair and each player has an equal chance of winning.
39
Player interaction
When the action of one player immediately affects at least one players situation.
40
Play testers
People who play an unfinished game to find errors, inconsistencies, or other issues.
41
Pitch
Brief description and/or presentation of a game or a concept designed to secure funding.
42
Probability
The likehood that something will happen.
43
Prototype
An early/unfinished version of the game.
44
Publishers
Companies that manufacture and distribute.
45
Random
Occurrences in a game that players have no control over.
46
Replayability
A game that allows it to be played over and over again .
47
Rules
The mechanics enforce these things that you can or cannot do.
48
Service Mark
Legal protection for a tagline or catchphrase.
49
Simulation
Intended to represent some part or reality.
50
Space
The look and feel of the game from its design.
51
Strategic
Strategy that involves your long range plan.
52
System
Collection of game mechanics that produce a given outcome.
53
System design
Creation of rules and patterns in the game.
54
Theme
Story or history that the game is trying to represent.
55
Trademark
Form of intellectual property that appiles to titles and names.
56
Transparency
Whether or not a game reveals its secrets.
57
User Interface Design
How the player receives information and how the player interacts with the game.
58
Volatility
The extent to which the game arrangements are not subject to the changes caused by other players.
59
World design
Creation of the overall backstory, sitting, and theme of the game.
60
Zero sum
Situation where one player can only gain by taking away from another player.