CISC 226 Quiz 1 Flashcards

1
Q

What makes the game portal novel

A

This game allows users to create a blue and orange portal which are connected so that you can get to where you need to go in the game. This enables the game to have a wide range of puzzles.

It introduces a novel game mechanic. You have to think how to solve a level and gives you a sense of accomplishment.

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2
Q

What makes the spore game novel?

A

This game allows users to create many aspects of the game (for example designing creatures or buildings). This gives the player a more customizable experience.

New ways of engaging player creativity.

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3
Q

What makes the game Audiodyssy novel

A

This game is novel as it targets a novel player group/population and allows them to play a game they wouldn’t play before. For example, this game makes it so that visually impaired users may play, by using audio cues rather than visual cues in the game.

Novel target user group.

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4
Q

What makes the booze cruise game novel?

A

It is a novel application domain as they are able to take a more serious stance and educate people on how difficult it is to drive drunk. This is more educational but is a very important game.

Novel application domain

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5
Q

What are the 7 steps of game development?

A
  1. Brainstorming
  2. Physical prototype
  3. Presentation
  4. Software prototype
  5. Document write up
  6. Production
  7. Quality assurance
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6
Q

Compare and contrast the pros and cons to hand-made and procedural designs

A

Hand-made:
- combat based
Pros:
- more detail
- more enriched and integrated experience
- new goals/experiences as play goes on
Cons:
- expensive and time costly
- limited play
- no choice in goals and activities

Procedural designs:
- economy based
Pros:
- cheep and quick
- unlimited play
- set own goals and story
Cons:
- not as immersive
- featureless
- more boring

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7
Q

Compare the Star Wars: the old republic and Star Wars: galaxies

A

SWTOR:
Hand-made: chose handmade because they had the money and to make it more beautiful and more hero-like experience. The player goals for this game were designed to be more combat focused and make the players feel like heroes.

STG:
Procedural: they chose procedural because of low cost and unlimited play. Player gets to choose their own goals and pursue them however they wish.

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8
Q

Dangers in game design

A
  1. Committing to the design too early
  2. Too focused on the self
  3. Fail to get running code quickly
    - temptation to build complete game before anything runs
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9
Q

Problems with game designs

A

Control scheme: too complex, predictable, or not responsive.

Balance: some sections too hard and some too easy. In-game choices overly affect ease of play.

Aesthetics: unappealing art style

Problems with formal elements: objectives unclear or uncompelling.

Problems with dramatic elements: dramatic arc poorly placed. Premise uninteresting or poorly defined.

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