terms 1-60 Flashcards
games which are advertised frequently and have budgets over $20
AAA list games
video games made to resemble board games or board games made to resemble video games
Convergence
the 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
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
Movie inserted into the 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 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 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 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, 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 each player has an equal chance of winning.
Play Balance
When the action of one player immediately affects at least one other players situation.
Player Interaction
People who play an unfinished game to find errors, inconsistencies, or other issues.
Play Testers
Brief description and/or presentation of a game or a game concept designed to secure funding.
Pitch
The likelihood that something will happen.
Probability
An early/unfinished version of the game.
Prototype
Companies that manufacture and distribute games.
Publishers
Occurrences in a game that players have no control over
Random
A game that allows it to be played over and over again.
Replayability
The mechanics enforce these things that you can or cannot do.
Rules
Legal protection for a tagline or catchphrase.
Service Mark
Intended to represent some part of reality.
Simulation
The look and feel of the game from its design
Space
Strategy that involves your long range plan.
Strategic
Collection of game mechanics that produce a given outcome.
System
Creation of rules and patterns in the game.
System Design
Story or history that the game is trying to represent.
Theme
Form of intellectual property that applies to titles and names.
Trademark
Whether or not a game reveals its secrets.
Transparency
How the player receives information and how the player interacts with the game.
User Interface Design
The extent to which the game arrangements are not subject to the changes caused by other players.
Volatility
Creation of the overall backstory, setting, and theme of the game.
World Design
Situation where one player can only gain by taking away from another player.
Zero Sum