Terms 1-60 Flashcards
Games which are advertised frequently and have budgets over $20 million.
AAA list game
Video games made to resemble board games and vice versa.
Convergence
Very first build that is shared with testers.
Alpha
Parts of your game.
Componets
Whenever the game is easy to play or required more experience.
Depth
Provides an overview of the game and it’s learning goal.
Design Document
Law that protects creation.
Copyright
A game that has no connection nothing to do with real world.
Abstract
When a player is presented with to many choices or decisions.
Analysis Paralysis
Represents the player in the game.
Avatar
Probability distribution where some events are more likely to occur than others.
Bell Curve
Making decisions that will affect the rest of your game play.
Decision Making
Results like play actions being put into motions.
Dynamics
Movie inserted into the video game.
Cinematic
Easy to learn and easy to play, yet not always easy to master.
Accessibility
The 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.
Feature 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 manage art, sound, code,
Game Engine
The defined starting and ending points.
Length
Maps and placements of objects and challenges within those maps.
Level Design
Does not require decision making, game is based only on luck.
Luck of the Draw
How you move, earn points, gain resources, etc. within the game.
Mechanics
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 a individual or company.
Intellectual Property
Something that is repeated over and over.
Iteractive
The defined starting and ending points.
Length
Maps and placements of objects and challenges within those maps.
Level Design
Does not require decision making, game is based on luck.
Luck of the Draw
How you move, earn points, game resources, etc. within the game.
Mechanics
A strong form of protection for an intellectual property.
Patent
A balanced game is one that is fair and each player has a equal chance to win.
Play balance
When the action of one player immediately affects at least one other player situation.
Player Interaction
People who play unfinished game to find errors or other issues.
Play Testers
Brief description and/or presentation a game or a game concept designed to secure funding
Pitch
The likelihood that something will happen
Probability
An early bird/unfinished version of the game
Prototype
Companies that manufacture and distribute games
Publishers
Occurrences in a game that plays have no control over
Random