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 game

A

Components

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5
Q

Whether the game is easy to play or requires more experience

A

Depths

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6
Q

Provides an overview of the game and it’s learning goals

A

Design Documents

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7
Q

Law that protects creation

A

Copyright

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8
Q

A game that has no connections 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 paralysis

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10
Q

Represents the player in the game

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 gameplay

A

Decision making

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13
Q

Results like play actions being out into the moon

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 the publisher

A

Agent

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17
Q

When a player is not not actually participating

A

Downtime

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18
Q

The profession of the character that says what he or she can and can not 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 the game

A

Features list

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22
Q

The extent to which the game circumstances change over time

A

Fluidity

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23
Q

Creating the content and the rules of the game

A

Game design

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24
Q

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

A

Game engine

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25
Q

The defined starting and ending points

A

Length

26
Q

Maps and placements of objects and challenges within those maps

A

Level Design

27
Q

Does not require decision making game is based only on luck

A

Luck of the Draw

28
Q

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

A

Mechanics

29
Q

writing of the dialogue,text and story within the words

A

game writing

30
Q

sub category of games with well defined methods and appeal to players

A

genre

31
Q

a desired result or plan that you set to achieve

A

goals

32
Q

The visual aspects of a game particularly the art

A

Graphics

33
Q

everything on the screen that the user will see

A

graphical interface

34
Q

feeling like you are really in the game as though you are really there

A

immersion

35
Q

identifiable charter or stories that are owned by a person or a company

A

intellectual property

36
Q

something that is repeated over and over

A

iterative

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 ballance

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.

A

Play testers

41
Q

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

A

Pitch

42
Q

The likelihood that something will happen.

A

Probability

43
Q

An early/unfinished version of the game.

A

Prototype

44
Q

Companies that manufacture and distribute games.

A

Publishers

45
Q

Occurrences in a game that players have no control over.

A

Random

46
Q

A game that allows it to be played over and over again.

A

Replayability

47
Q

The mechanics enforce these things that you can or cannot do.

A

Rules

48
Q

Legal protection for a tagline or catchphrase.

A

Service Mark

49
Q

Intended to represent some part of reality.

A

Simulation

50
Q

The look and feel of the game from its design.

A

Space

51
Q

collection of game mechanics that produce a given outcome

A

System

52
Q

strategy that involves your long range plan

A

strategy

53
Q

Creation of rules and patterns in the game.

A

System Design

54
Q

Story or history that the game is trying to represent.

A

Theme

55
Q

Form of intellectual property that applies to titles and names.

A

Trademark

56
Q

Whether or not a game reveals its secrets.

A

Transparency

57
Q

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

A

User Interface Design

58
Q

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

A

Volatility

59
Q

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

A

World Design

60
Q

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

A

Zero Sum