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

when a player is not actually participating

A

downtime

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6
Q

the proffesion of the character that says what he or she can and cannot do

A

character class

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7
Q

a game played to relax not to beat or win

A

casual game

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8
Q

very close to final design but still being tested

A

beta

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9
Q

writing of a dialogue, text, and story within the words

A

game writing

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10
Q

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

A

genre

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11
Q

a desired result or plan that you set to achieve

A

goals

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12
Q

The defined starting and ending points.

A

length

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13
Q

Maps and placements of objects and challenges within those maps

A

level design

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14
Q

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

A

luck of the draw

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15
Q

How you move, earn points, gain resources, etc. within the game.

A

mechanics

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16
Q

Everything on the screen that the user will see.

A

graphic interface

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17
Q

Feeling like you are really in the game as though you are really there.

A

immersion

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18
Q

Identifiable characters or stories that are owned by an individual or company.

A

intellectual property

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19
Q

Something that is repeated over and over.

A

iterative

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20
Q

The key details or selling points of the game

A

features list

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21
Q

The extent to which the game circumstances change over time.

A

fluidity

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22
Q

Creating the content and the rules of the game.

A

game design

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23
Q

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

A

game engine

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24
Q

When a player is presented with too many choices or decisions

A

analysis paralysis

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25
Represents the player in the game (or a sprite)
avatar
26
Probability distribution where some events are more likely to occur than others.
bell curve
27
Making choices that will affect the rest of your game play
decision making
28
Whether the game is easy to play or requires more experience
depth
29
Provides an overview of the game and its learning goals.
design document
30
Law that protects creation
copyright
31
games which are advertised frequently and have budgets over $20
aaa list games
32
video games made to resemble board games or board games made to resemble video games
convergence
33
the very first build that is shared with testers
alpha
34
parts of your game
components
35
A game that has no connection or nothing to do with the real world
abstract
36
a strong form of protection for an intellectual property
patent
37
A balanced game is one that is fair and each player has an equal chance of winning
play balance
38
When the action of one player immediately affects at least one other players situation
player interaction
39
People who play an unfinished game to find errors, inconsistencies, or other issues
play testers
40
The visual aspects of a game, particularly the art.
graphics
41
brief description and/or presentation of a game or a game concept designed to seere funding
pitch
42
the like hood that something will happen
probability
43
a nearly unfinished version of the game
prototype
44
companies that munufacture and distribute games
publishers
45
occurences in a game that players have no control over
random
46
a game that allows it to be played over and over again
replay ability
47
the mechanics enforce these things that you can or cannot do
rules
48
legal protection for tagline or catch phrase
service mark
49
intended to represent some part of reality
simulation
50
the look and feel of the game from its design
space
51
Strategy that involves your 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 its secrets
transparency
57
How the player receives information and how the player interacts with the game
user interface design
58
The extent to which the game arrangements are not subject to the changes caused by other players
volatility
59
Creation of the overall backstory, setting, and theme of the game
world design
60
Situation where one player can only gain by taking away from another player
zero sum