terms 1-60 Flashcards

1
Q

When a player is not acually participating

A

Downtime

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2
Q

The proffession of the character that says what he or she can or cannot do

A

Character Class

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3
Q

A game played to relax not to beat or win

A

Casual Game

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4
Q

very close to final design but still being tested

A

Beta

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5
Q

whether the game is easy to play or requires more experiance

A

Depth

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6
Q

provides an overview of the game and its learning goals

A

Design Document

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7
Q

laws 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 or decisions

A

Analysis Paralysis

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10
Q

represents the player in the game. (or sprite)

A

Avatar

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11
Q

Probability disruption 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

Cinematic

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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 proffession of the character that says what he or she can or 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

the key details or selling points of the game

A

Features List

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22
Q

the extent to which the game circumstances change overtime

A

Fluidity

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23
Q

creating the content and the rules of the game

A

Game Design

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24
Q

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

A

Game Engine

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25
Q

writing of the dialogue, text and story within the worlds

A

Game writing

26
Q

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

A

Genre

27
Q

A desired results or plan that you set to achieve

A

Goals

28
Q

The visual aspects of a game, particularly the art.

A

Graphics

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

Iterative

33
Q

The defined starting and ending points

A

Length

34
Q

maps and placements of objects and challenges

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 recorces, 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 immediantly affects at least one other players situation

A

Player interaction

40
Q

People who play an unfinished game to fin errors, inconsistencies, or other issues.

A

Play testers

41
Q

Brief description and/or presentation of a game or a game concept designed to secure funding

A

Pitch

42
Q

the likehood that something will happen

A

probability

43
Q

an early/unfinished version of the game

A

protype

44
Q

companies that manufactured and 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 tag line or catch phrase.

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

stradegy 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

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