Terms 1-60 Flashcards
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
games which are advertised frequently and have budgets over $20 million.
AAA List Games
video games made to resemble board games and vice versa
Convergence
very 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
results like play actions being put into motion
Dynamics
movie inserted into video game
Cinematic
easy to learn and easy to play, yet 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 that he or she can or cannot do
Character Class
a game played to relax not to beat or win
Causal 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 manage 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 can 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, game is based only on luck
luck of the draw
how you move, earn points, gain 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 everybody has an equal chance to win
play balance
when the action of one player immediately affects at least one other players situation
player interaction