Terms 1-60 Flashcards
Games which are frequently advertised and have budgets of over $20 million
AAA List Games
Video Games made to resemble Board Games and Board Games made to resemble Video Games
Convergence
First build that is shared with testers
Alpha
Parts of your game
Components
Whether the game is easy to play or requires more experience
Depth
Provides an overview of the game and its learning goals
Design Document
Law that protects creation
Copyright
A game that has no connection or nothing to do with the real world
Abstract
When a player is presented with too many choices or decisions
Analysis Paralysis
Represents the player in the game (or a sprite).
Avatar
Probability distribution where some events are more likely to occur than others.
Bell Curve
Making choices that will affect the rest of your game play.
Decision Making
Results like play actions being put into motion
Dynamics
A Movie inserted into the video game
Cinematic
Easy to learn and easy to play but not always easy to master
Accessibility
Middleman between the creator and the publisher
Agent
When a player is not actually participating.
Downtime
The profession of the character that says what he or she can and 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 circumstances change over time.
Fluidity
Creating the content and the rules of the game.
Game Design
Development software that game designers use to make art, sound, and code.
Game Engine
Writing of the dialogue, text, and story within the worlds
Game Writing
Sub category of games with well defined methods and appeal to players.
Genre
A desired result or plan that you set to achieve.
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
Identifiable characters or stories that are owned by an individual or company.
Intellectual Property
Something that is repeated over and over.
Iterative
The defined starting and ending points.
Length
Maps and Placements of objects and challenges within those maps.
Level Design
Does not require decision making, based only on luck.
Luck of the Draw