terms 1-60 Flashcards
games which are adveritisted frequently and have budgets over $20
AAA list
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 requiers more experince
depth
provides an overview of the game and it’s learning goals
design document
law that protects creation
copywright
a game that has connection or nothing to do with the real world
abstract
when a player is prestented with too many choices or decisions
analysis paralysis
represents the player in the game (or a srprite)
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
accessability
middlemen between the creator and the publisher
agent
when a player is not actually particapating
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 words
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 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 decistion 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 imediantly affects at least one other players situation
player interaction
people who play an unfinished game to find errors, inconsistances, or other issues
play testers
brief description and/or presentation of 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
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