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 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 it’s 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 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 gameplay.

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

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 a character that says what he or she can or 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 the final design but still being tested.

A

Beta

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21
Q

The key details or selling points of the game.

A

Feature 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 rules to 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 words.

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 point.

A

Length

34
Q

maps and placements of objects and challenges within a map.

A

Level design

35
Q

Does not require decision making,game is based on luck

A

Luck Of The Draw

36
Q

How you move, earn points,resources,etc. in a 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 at winning.

A

Play Balance

39
Q

When the action of one player immediately affects at least one other player’s 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 of a game or a game concept designed to secure funding.

A

Pitch

42
Q

The likelyhood 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 the game that players have no control of.

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 tell you what 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 form of reality.

A

Simulation

50
Q

The look and the feel of the game from it’s design.

A

Space

51
Q

Strategy that involves your long term 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 it’s 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