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 bored 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

weather the game is easy to play 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

Copyrights

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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.

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 a 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

Middle man between the creator and 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 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 of 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 dialouge,text,and story within the worlds.

A

Game writing

26
Q

Sub catagory 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 particuallry 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

Identifable 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 challanges within those maps.

A

Level Design

35
Q

Does not require design making games 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 immediantly affects at least one other players situation.

A

player interaction

40
Q

people who play unfinished games to find errors inconsistencies and other issues

A

play testers

41
Q

Brief description and\or presentation of a game or a game concept.

A

Pitch

42
Q

The likely hood 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

stratagy 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 reveles its secrets.

A

Transparency

57
Q

How the player recives 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 overall backstory, setting and theme of a game

A

Word design

60
Q

situation where one player can only gain by taking away from another player

A

Zero sum