Terms 1-60 Flashcards

1
Q

Results like play actions being put into motion.

A

Dynamics

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2
Q

Movie inserted into the video game.

A

Cinematic

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3
Q

Easy to learn and easy to play, yet not always easy to master.

A

Accessibility

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4
Q

Middleman between the creator and the publisher.

A

Agent

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5
Q

games which are advertised frequently and have budgets over $20

A

AAA list games

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6
Q

video games made to resemble board games or board games made to resemble video games

A

Convergence

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7
Q

the very first build that is shared with testers

A

Alpha

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8
Q

The parts of your game

A

Componets

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9
Q

Whether the game is easy to play or requires more experience

A

Depth

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10
Q

Provides an overview of the game and its learning goals.

A

Design Document

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11
Q

Law that protects creation

A

Copyright

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12
Q

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

A

Abstract

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13
Q

When a player is presented with too many choices or decisions

A

Analysis Paralysis

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14
Q

Represents the player in the game (or a sprite)

A

Avatar

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15
Q

Probability distribution where some events are more likely to occur than others

A

Bell Curve

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16
Q

Making choices that will affect the rest of your game play

A

Decision Making

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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 characters 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 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
Writing dialogue, text, and the story
Game writing
26
Subcategory of games with well-defined methods and appeal to players
Genre
27
A desired result or plan that you set to achieve
Goals
28
The visual aspects of a game, particularly the art
Graphics
29
Everything on the screen that the user will see
Graphical Interface
30
Feeling like you are really in the game as though you are really there
Immersion
31
Identifiable characters or stories that are owned by an individual or company
Intellectual Property
32
Something that is repeated over and over
Iterative
33
The defined starting and ending points
Length
34
Maps and placements of objects and challenges within those maps
Level Design
35
Does not require decision making, the game is based only on luck
Luck of the draw
36
How you move, earn points, gain resources, etc, within the game
Mechanics
37
A strong form of protection for an intellectual property
Patent
38
A balanced game is one that is fair and each player has an equal chance of winning
Play balance
39
When the action of one player immediately affects at least one other player's situation
Play interaction
40
People who play an unfinished game to find errors, inconsistencies, or other issues
Playtesters
41
Brief description and/or presentation of a game concept designed to secure funding
Pitch
42
The likelihood that something will happen
Probability
43
An early unfinished version of the game
Prototype
44
companies that manufacture and distribute games
Publishers
45
Occurrences in a game that players have no control over
Random
46
A game that allows it to be played over and over again
Replayability
47
The mechanics enforce these things that you can or cannot do
Rules
48
Legal protection for a tagline or catchphrase
Service mask
49
Intended to represent some part of reality
Simulation
50
The look and feel of a game for it's design
Space
51
A strategy that involves a long-range plan
Strategic
52
Collection of game mechanics that produce a given outcome
System
53
Creation of rules and patterns in the game
System Design
54
Story or history that the game is trying to represent
Theme
55
Form of intellectual property that applies to titles and names
Trademark
56
Whether or not a game reveals it's secrets
Transparency
57
How the player receives info and how the player interacts with the game
User Interface Design
58
The extent to which the arrangments are not subject to the change caused by other players
Volatility
59
Creation of the overall backstory, setting, and theme of the game
World Design
60
A situation where one player can only gain by taking away from other players
Zero-sum