flashcards

(50 cards)

1
Q

Games that 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 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 (or a sprite).

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

Cinimatic

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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 the 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 that 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

22
Q

The extent to which the game circumstances change over time.

23
Q

Creating the content and the rules of the game.

24
Q

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

25
Everything on the screen that the user will see.
Graphical interface
26
Feeling like you are really in the game as though you are really there.
Immersion
27
Identifiable characters or stories that are owned by an individual or company.
Intellectual property
28
Something that is repeated over and over.
Ineractive
29
A strong form of protection for an intellectual property.
patent
30
A balanced game is one that is fair and each player has an equal chance of winning.
play balance
31
When the action of one player immediately affects at least one other players situation.
player interaction
32
People who play an unfinished game to find errors, inconsistencies, or other issues.
play testers
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, the game is based only on luck.
luck of the draw
36
How you move, earn points, gain resources, etc. within the game
Mechanics
37
Brief description and/or presentation of a game or a game concept designed to secure funding.
pitch
38
The likelihood that something will happen.
probability
39
An early/unfinished version of the game.
prototype
40
Companies that manufacture and distribute games.
publishers
41
Occurrences in a game that players have no control over.
Random
42
A game that allows it to be played over and over again.
replayability
43
The mechanics enforce these things that you can or cannot do.
rules
44
Legal protection for a tagline or catchphrase.
service mark
45
Intended to represent some part of reality.
simulation
46
The look and feel of the game from its design.
space
47
Writing of the dialogue, text, and story within the worlds.
game writing
48
Sub category of games with well-defined methods and appeal to players.
genre
49
A desired result or plan that you set to achieve.
goals
50
The visual aspects of a game, particularly the art.
graphics