set 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 resemble board games and vice versa

A

Convergence

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3
Q

Very first built that is shared with tester

A

Alpha

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4
Q

Parts of your game

A

Componemts

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5
Q

when a player if presented with too many choices or decisions

A

analysis paralsis

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6
Q

represents the player in the game (or a sprite)

A

avator

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7
Q

probability distribution where some events are more likly to occur than others

A

bell curve

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8
Q

making chocies that will affect the rest of your game play

A

decision making

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9
Q

whether the game i easy to play or requires more experience

A

depth

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10
Q

provides an overview of the game and its learning goals

A

design doc

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11
Q

law that protect creation

A

copyright

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12
Q

a game that has no connection or nothing to do with the real world

A

abstract

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13
Q

result 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

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

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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 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