Vocab terms 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 the game

A

Componets

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5
Q

Whether the game is easy to play or requries 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 the real world

A

Abstract

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9
Q

when a player is presented with to many choices or decisions

A

Analysis Paralysis

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10
Q

Represents the plyer in the game

A

Avatar

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11
Q

probablitiy distributions where some events occur

A

Bell Curve

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12
Q

making choices that will effect the rest of you game play

A

Desicion 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

Accesibillity

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16
Q

middleman between the creator and 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 charachter that says what he/she can and cant 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 sill being tested

A

Beta

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21
Q

The key details or selling points of the game

A

Features

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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 the game designers use to manage art, sound, and code

A

Game Engine

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25
Q

Writing of the dialogue, text, and story within the worlds.

A

Game Writing

26
Q

Sub category 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, 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 players situation.

A

Player Interaction

40
Q

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

A

Play Testers

41
Q

Brief description and/or presentation of a game or 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 Mark

49
Q

Intended to represent some part of reality.

A

Simulation

50
Q

The look and feel of the game from its design.

A

Space

51
Q

Strategy that involves your 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 its secrets.

A

Transparency

57
Q

How the player receives information and how the player interacts with the game.

A

User Interface Design

58
Q

The extent to which the game arrangements are not subject to the changes caused by other players.

A

Volatility

59
Q

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

A

World Design

60
Q

Situation where one player can only gain by taking away from another player.

A

Zero Sum