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
Q

Writing dialogue, text, and the story

A

Game writing

26
Q

Subcategory of games with well-defined methods and appeal to players

A

Genre

27
Q

A desired result 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 within those maps

A

Level Design

35
Q

Does not require decision making, the game is based only on luck

A

Luck of the draw

36
Q

How you move, earn points, gain resources, 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 immediately affects at least one other player’s situation

A

Play interaction

40
Q

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

A

Playtesters

41
Q

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

A

Pitch

42
Q

The likelihood that something will happen

A

Probability

43
Q

An early unfinished version of the game

A

Prototype

44
Q

companies that manufacture 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 tagline or catchphrase

A

Service mask

49
Q

Intended to represent some part of reality

A

Simulation

50
Q

The look and feel of a game for it’s design

A

Space

51
Q

A strategy that involves a 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 it’s secrets

A

Transparency

57
Q

How the player receives info and how the player interacts with the game

A

User Interface Design

58
Q

The extent to which the arrangments are not subject to the change caused by other players

A

Volatility

59
Q

Creation of the overall backstory, setting, and theme of the game

A

World Design

60
Q

A situation where one player can only gain by taking away from other players

A

Zero-sum