trems 1-60 Flashcards

1
Q

Games which are advertised frequently and have budgets over $20 million.

A

AAA List Games

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2
Q

Video games made to resemble board games and vice versa.

A

Convergence

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3
Q

Very first build that is shared with testers.

A

Alpha

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4
Q

Parts of your game.

A

Components

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5
Q

Whether the game is easy to play or requires more experience.

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

Law that protects creation.

A

Copyright

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8
Q

A game that has no connection or nothing to do with 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.

A

Avatar

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11
Q

Probability distribution 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 to 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 profession of the character the says what he or she can and 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 over time.

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
Writing of the dialogue, text, and story within the worlds.
Game Writing
26
Sub category 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, 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 balance 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 players situation
Player Interaction
40
People who play on unfinished game to find error, inconsistencies, or other issues
Play Tester
41
Brief description and/or presentation of a game concept design 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 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 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 subjects 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