Lecture 2 Flashcards

(69 cards)

1
Q

In the game development, the ? is one of the first components that must be considered–and it can have a great effect on how a game is played due to everything from screen size, surrounding environment, online capabilities, audio/video quality, processing speed, and storage capacity.

Significance of Platforms, Intervals and Modes

Platforms and Player Modes

A

target platform

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2
Q

? or ?? is an environment including software and hardware components which is designed specifically for running video games.

Platforms for Games

Platforms and Player Modes

A
  • Platforms
  • game platform
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3
Q

Since each game platform has ?, games developed for each platform differ in several important respects.

Platforms for Games

Platforms and Player Modes

A

distinct characteristics

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4
Q

(4) List of current available platforms for games:

Game Platforms | Enumerate

Platforms and Player Modes

A
  • Arcades
  • Consoles
  • Desktop Computer / Laptops
  • Handheld Devices
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5
Q

?

are stand alone game system found in public venues – such as video arcades, bowling alleys, amusement parks, and sometimes in pizza parlors

Arcades

Platforms and Player Modes

A

Arcade games

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6
Q

Most games are played standing up – with player controls consisting of ?, ?? or a combination of both.

Arcades - Arcade Games

Platforms and Player Modes

A
  • buttons
  • joysticks
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7
Q

(6) Some arcade games use other types of controllers – such as:

Arcades | Enumerate

Platforms and Player Modes

A
  • Pedals and steering wheels
  • Foot pads
  • Guns
  • Sports games
  • Pinball machines
  • Slot machines
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8
Q

?

for driving simulators;

Arcades - 6 Types of Controllers

Platforms and Player Modes

A

Pedals and steering wheels

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9
Q

?

for dancing simulators (like Dance Dance Revolution)

Arcades - 6 Types of Controllers

Platforms and Player Modes

A

Foot Pads

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10
Q

?

for Shooter-type arcades

Arcades - 6 Types of Controllers

Platforms and Player Modes

A

Guns

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11
Q

?

such as air hockey and basketball hoops

Arcades - 6 Types of Controllers

Platforms and Player Modes

A

Sports games

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12
Q

?

(sometimes seen in pizza parlors)

Arcades - 6 Types of Controllers

Platforms and Player Modes

A

Pinball machines

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13
Q

?

mostly found in casinos but is common in arcades as well (involving coins)

Arcades - 6 Types of Controllers

Platforms and Player Modes

A

Slot machines

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14
Q

(3) There are three main entities associated with arcade game development:

Arcades | Enumerate

Platforms and Player Modes

A
  • Hardware manufacturer
  • Game (or content) developer
  • Venue operator
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15
Q

?

owns the rights to the hardware and has control over what content is played on it.

Arcades - 3 Main arcade game development entities

Platforms and Player Modes

A

Hardware manufacturer

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16
Q

?

often develops the game for the manufacturer, but is sometimes the same company as the manufacturer.

Arcades - 3 Main arcade game development entities

Platforms and Player Modes

A

Game (or content) developer

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17
Q

?

licenses or purchases the game from the manufacturer and collects revenue from the players

Arcades - 3 Main arcade game development entities

Platforms and Player Modes

A

Venue operator

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18
Q

? or ?? are usually played in the home, hooked up to a television set. Console systems support four controllers.

Consoles

Platforms and Player Modes

A
  • Console Systems
  • Consoles
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19
Q

An advantage of developing for a ? is that the hardware will not vary from player to player

Consoles

Platforms and Player Modes

A

proprietary console system

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20
Q

?

are moving away from their special-purpose roots; most are used for playing DVDs, MP3s, streaming movies, and television content

Consoles

Platforms and Player Modes

A

Consoles

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21
Q

(2) Some known consoles today:

Consoles

Platforms and Player Modes

A
  • Sony’s PS4 and PS5 consoles
  • Microsoft’s Xbox Series X and S consoles
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22
Q

? or ?? or just ??? are machines that performs processes, calculations and operations based on instructions provided by a software.

Desktop Computers

Platforms and Player Modes

A
  • PC
  • Personal Computers
  • Computers
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23
Q

There is so much variation in hardware setups between players that it is next to ? the average speed, hardware space, and memory allotment that players will be using.

Desktop Computers

Platforms and Player Modes

A

impossible to predict

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24
Q

In planning stages of creating a game, the development team needs to create ? for the game and try to develop the game around these requirements.

Desktop Computers

Platforms and Player Modes

A

prospective technical specifications

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25
(2) Most software (including games) defines two sets of system requirements: | Desktop Computers | Enumerate ## Footnote Platforms and Player Modes
* Minimum Requirements * Recommended Requirements
26
# **?** these are **necessary requirements to load an play the game** from beginning to end (e.g., processing speed, memory, disk space). | Desktop Computers - 2 System Requirements ## Footnote Platforms and Player Modes
Minimum Requirements
27
# **?** **recommended specs expand further on the minimum specs** – also allowing for an **enhanced game-playing experience** (e.g., high-end sound and video cards). | Desktop Computers - 2 System Requirements ## Footnote Platforms and Player Modes
Recommended Requirements
28
# **?** are **played on a computer platform** or through a consoles system **connected to the Internet**, but the technology behind online games differs greatly from games on other platforms. | Desktop Computers: Online ## Footnote Platforms and Player Modes
Online games
29
Players need an Internet connection to play, and game information might be stored on a **?** | Desktop Computers: Online ## Footnote Platforms and Player Modes
server
30
Technical issue related to online games includes **?**, which is made up of **bandwidth and latency.** | Desktop Computers: Online ## Footnote Platforms and Player Modes
connection speed
31
# **?** is how many bytes per second the connection can average | Desktop Computers: Online ## Footnote Platforms and Player Modes
Bandwidth
32
# **?** is the time it takes for packets to be transferred to the user. | Desktop Computers: Online ## Footnote Platforms and Player Modes
Latency
33
In Video game industry, **?** represents **providing video games or game content** on a continuing revenue model, similar to software **as a service**. | Desktop Computers: Online ## Footnote Platforms and Player Modes
Game as a Service (GaaS)
34
Some form of Game as a Service includes **?**, **??**, **???** and **????**. | Desktop Computers: Online ## Footnote Platforms and Player Modes
* Game Subscriptions * Game subscription services * Cloud Gaming * Micro-transactions
35
(4) Some forms of Games as a Service | Some forms of Games as a Service | Enumerate ## Footnote Platforms and Player Modes
* Game Subscriptions * Cloud Gaming * Micro-transactions * Season Passes
36
# **?** **revenue from these subscriptions** pay for the computer servers to run the game. | Some forms of Games as a Service ## Footnote Platforms and Player Modes
Game Subscriptions
37
# **?** EA Play and Xbox Game Pass grant subscribers complete access to a **large library of games offered digitally**. | Some forms of Games as a Service ## Footnote Platforms and Player Modes
Cloud Gaming
38
# **?** it represent **low-cost purchases**, that provide some form of additional content to the purchaser. | Some forms of Games as a Service ## Footnote Platforms and Player Modes
Micro-transactions
39
# **?** games with **?** provide one or more large content updates over the course of a your or a season in the game. | Some forms of Games as a Service ## Footnote Platforms and Player Modes
Season Passes
40
# **?** are **small, portable self-contained video game console** with a built-in screen, game controls and speakers. | Handheld Devices ## Footnote Platforms and Player Modes
Handheld game consoles
41
# **?** is a **hybrid video game console**, consisting of a console unit, a dock, and two Joy-Con controllers. It is a hybrid console, means that it can be a home console and handheld device. It was released on March 2017. | Handheld Devices ## Footnote Platforms and Player Modes
Nintendo Switch
42
# **?** is a **handheld gaming computer developed by Valve**. It features a docked mode when connected to a monitor. It was released on February 2022 | Handheld Devices ## Footnote Platforms and Player Modes
Steam Deck
43
# **?** is also being used as platforms for games. | Handheld Device: Mobile ## Footnote Platforms and Player Modes
Mobile phones
44
# **?** refers to **all games** that are **played on any portable devices (including mobile phones)** | Handheld Device: Mobile ## Footnote Platforms and Player Modes
Mobile games
45
In Today’s World, most of mobile games are usually downloaded from an **?**. | Handheld Device: Mobile ## Footnote Platforms and Player Modes
app store
46
# **?** is the process by which applications are created for devices running the Android Operating System | Handheld Device: Mobile ## Footnote Platforms and Player Modes
Android Development
47
# **?** are time-dependent elements that affect the pacing of the game. | Time Interval ## Footnote Platforms and Player Modes
Time Intervals
48
This pacing affects whether the game is played **?** or **??**. | Time Interval ## Footnote Platforms and Player Modes
* reflexively * reflectively
49
There are two basic time intervals used in games: **?** and **??**. | Time Interval ## Footnote Platforms and Player Modes
* turn-based * real-time
50
# **?** this has flow that is partitioned into defined parts, called **turns, moves, or plays**. | Time Interval ## Footnote Platforms and Player Modes
Turn-Based
51
A player of a turn-based game is allowed **?** before committing to a game action, **ensuring a separation between the game flow** and **the thinking process**, which in turn presumably **leads to better choices**. | Time Interval - Turn-Based ## Footnote Platforms and Player Modes
a period of analysis
52
**?** and **??** are some of the most well-known turn-based games. | Time Interval - Turn-Based ## Footnote Platforms and Player Modes
* Billiards * Chess
53
# **?** have **game time progress continuously** according to the **game clock**. | Time Interval ## Footnote Platforms and Player Modes
Real-time games
54
Players perform actions **?** as opposed to in sequential units or turns. | Time Interval - Real-time games ## Footnote Platforms and Player Modes
simultaneously
55
Players must perform actions with the consideration that their opponents are actively working against them in **?**, and may act at any moment. | Time Interval - Real-time games ## Footnote Platforms and Player Modes
real-time
56
# **?** are directly correlate to the **number of people playing a game**. These modes range from **single-player to massively multiplayer-involving thousands of players**. ## Footnote Platforms and Player Modes
Player modes
57
Some common player modes includes **?**, **??**, **???**, **????**, and **?????**. | Player Modes ## Footnote Platforms and Player Modes
* Single-Player * Two-Player * Local Multiplayer * LAN Based Multiplayer * Online Multiplayer
58
In **?**, only **one person can play the game** | Player Modes ## Footnote Platforms and Player Modes
Single Player
59
Additional players (usually opponents) in the game are known as **?** characters or **??**. | Player Modes - Single Player ## Footnote Platforms and Player Modes
* Artificial Intelligence (AI) * Non-Player Characters (NPCs)
60
As the narrative and conflict in **single-player gameplay is created by a computer rather than a human opponent**, **?** games are able to deliver certain gaming experiences that are typically absent – or de-emphasized – in multiplayer games. | Player Modes - Single Player ## Footnote Platforms and Player Modes
single-player
61
# **?** (also known as head-to-head) games is a multiplayer game that is played by **two players**. | Player Modes ## Footnote Platforms and Player Modes
Two-player
62
The first two-player arcade consoles contained two **?** – one for single-player mode, and one for two-player mode. | Player Modes - Two-Player ## Footnote Platforms and Player Modes
start buttons
63
In **?**, all players sit in the same space and play the game on the same machine – sharing the same screen using separate input devices (controllers). | Player Modes ## Footnote Platforms and Player Modes
Local player mode
64
In **?**, all players sit in the same space and play the game on the same machine – sharing the same screen using separate input devices (controllers). | Player Modes ## Footnote Platforms and Player Modes
Local player mode
65
This is common mode of play on console systems, which allow for local play of up to **?**. | Player Modes - Local Multiplayer ## Footnote Platforms and Player Modes
four players
66
# **?** allow players to **share the game on a Local Area Network (LAN)** without sharing the screen or input device. | Player Modes ## Footnote Platforms and Player Modes
LAN-Based games
67
With **?**, it became possible to combine the networking capabilities of online mainframe games with personal computers that could be placed in one local area. | Player Modes - LAN-Based Multiplayer ## Footnote Platforms and Player Modes
LAN-based games
68
# **?** represent a **form of a networked play** – where **players connect their computers to a network** and share the game. | Player Modes ## Footnote Platforms and Player Modes
Online games
69
This mode is associated with games that persist 24 hours per day and maintain a subscriptionbased revenue model in which players pay a **?** to continue playing the game. | Player Modes - Online Multiplayer ## Footnote Platforms and Player Modes
monthly fee