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’s shared with testers.

A

Alpha

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4
Q

Parts of your game.

A

Components

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5
Q

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

A

Depth

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6
Q

Provides an overview of the game and it’s learning goal.

A

Design

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7
Q

Law that protects creation.

A

Copyright

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8
Q

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

A

Abstract

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9
Q

When a player is presented with too many choices

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 game play

A

Decision Making

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13
Q

Results like play actions being put into motion

A

Dynamics

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14
Q

Movie inserted into the video game

A

Cinimatic

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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 actually participating

A

Downtime

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18
Q

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

Writing of the dialogue, text, and story within the worlds.

A

Game Writing

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22
Q

Sub category of games with well defined methods and appeal to players.

A

Gerne

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23
Q

A desired result or plan that you set to achieve.

A

Goals

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24
Q

A desired result or plan that you set to achieve.

A

Graphics

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25
Q

The key details or selling points of the game.

A

Features List

26
Q

The extent to which the game circumstances change over time.

A

Fluidity

27
Q

Creating the content and the rules of the game

A

Game Design

28
Q

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

A

Game Engine

29
Q

Everything on the screen that the user will see.

A

Graphical Interface

30
Q

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

A

Immersion

31
Q

Identifiable characters or stories that are owned by an individual or company.

A

Intellectual Property

32
Q

Something that is repeated over and over.

A

Interative

33
Q

The defined starting and ending points.

A

Length

34
Q

Maps and placements of objects and challenges within those maps

A

Level Design

35
Q

Does not require decision making, game is based only on luck.

A

Luck of the Draw

36
Q

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

A

Mechanics

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 Balance

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 issues.

A

Play Testers

41
Q

brief description and/or presentation of 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 & 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

Strategy that involves your long range plan.

A

Strategic

52
Q

Collection of game mechanics that produce a given outcome.

A

System

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