Vocab Part 1 Flashcards
Brainstorming
A process to generate ideas, usually done in a group. Generally, par- ticipants in a brainstorming session are instructed to call out any idea that occurs to them, no matter how strange, silly, or crazy it seems. One participant writes all of these ideas down on a space where everyone can see them. Participants may elaborate on or play off of others’ ideas, but criticism or elimination of ideas is not allowed until after the session is over.
Prototype
A prototype is a playable early version of the game or part of the game con- structed by the designer to assist in understanding and enhancing the player experi- ence. It may be done with software (“digital prototype”) or with physical materials as a tabletop game (“physical prototype” or “paper prototype”)
Balance
A term used to describe the state of a game’s systems as either “balanced” or “unbalanced.” When the play is unbalanced, it is too easy, too difficult, or optimal for only certain groups of players. When play is balanced, it provides a consistent challenge for its target audience. For competitive multiplayer games, it also includes the idea that no single strategy should be inherently better than any other, and that no exploits exist that let a player bypass the challenge of the game. We also sometimes call individual game elements “balanced” with each other, meaning that the cost of obtaining it is pro- portional to its effect, as with cards in a CCG or weapons in an FPS or RPG.
Mechanics
The rules of a game. Common non-digital mechanics include trick taking, turn taking, rolling a die, and moving. Examples of mechanics from video games are running, jumping, and shooting. Mechanics are covered extensively in Chapter 2.
Dynamics
As popularized in Robin Hunicke, Marc LeBlanc, and Robert Zubek’s MDA (mechanics-dynamics-aesthetics) model,3 dynamics result when rules are put in mo- tion. The rules that allow players to attack each other might be a mechanic, but players actually using these rules to team up against the player in the lead is a dynamic. In some first-person shooter games, players always begin in certain locations (“spawn points”), which is a mechanic; standing next to a spawn point and killing players that come out of it (“spawn camping”) is a dynamic. In Chess, the moves of the pieces are mechanics, but “book openings” (well-known sequences of moves at the start of the game) are dy- namics.
System
A collection of game mechanics that is responsible for producing a given outcome within a larger game such as character creation, combat, or casting spells
Avatar
The direct representation of a player in a game. In Monopoly, the pieces moved around the board (shoe, dog, and so on) are avatars. In Tomb Raider, the main char- acter Lara Croft is the avatar. In non-digital games, these are often called “tokens.”
Play testing
The systematic testing of gameplay, systems, balance, and interface to find all the errors, inconsistencies, or issues and report them to the design team.
Platform
The console, device, or system upon which the game will be played.
Concept Doc
A one- to three-page document that provides a high-level overview of a proposed game. It usually contains the following sections: an introductory paragraph explaining the theme of the game; demographic breakdown, including target audi- ence, genre, and intended platform(s); and a bullet-point feature-list and a feature list breakout that explains each of the features in more detail. An outline for a sample con- cept doc is also provided on the book’s Web site at http://designgames.wordpress.com.
Proposal
A five- to 20-page document that provides a more in-depth view of the poten- tial game than a concept document. Like a concept document, it typically contains an in- troductory paragraph, a demographic breakdown, a gameplay summary, a feature list, and a feature-list breakout. It also contains budget and time estimations, competitive analysis (how it stacks up against the competition), and expansion plans (for example, sequels) be- yond the initial product release. Typically, it contains screen mockups or concept art. An outline for a proposal doc is also provided on the book’s Web site at http:// designgames.wordpress.com.
Pitch
A brief “elevator speech” given to a game publisher or VC (venture capitalist) to solicit funding for the project. An elevator speech gets its name from the length of time that people have to present their ideas—the amount of time you’d spend riding with someone in an elevator before one of you had to get out.
Design Document
A “living” document that is continuously undergoing revision, it contains the entire design vision for the game. It may be in a document file or in a wiki. Some teams use Agile development, which requires no design document at all. More information on Agile can be found at AgileManifesto.org. Game design documents (GDDs) are usually separate from the technical design document (TDD) for program- mers and the art style guide for the art team.
Bugs
Errors in the games design, code, art, sound, or writing
Engine
The core program that runs the game. Unreal and Gamebryo are popular en- gines used in the game industry. Developers will layer additional technology on top of the engine to achieve the exact design specifications of the product.