Terms 1-60 Flashcards

(60 cards)

1
Q

AAA list games :)

A

games which are advertised frequently and have budgets over $20 million.

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2
Q

Convergence:)

A

Video games made to resemble board games or vice versa.

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3
Q

Alpha:)

A

Very first build that is shared with testers.

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4
Q

Components:)

A

Part of your game.

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5
Q

Depth:)

A

Whether game is easy to play or requires more experience.

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6
Q

Design Document:)

A

Provides an overview of the gameplay and its learning goals.

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7
Q

Copyright:)

A

Law that protects creation.

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8
Q

Abstract:)

A

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

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9
Q

Analysis Paralysis:)

A

When a player is presented with too many options or choices.

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10
Q

Avatar:)

A

Represents layer in the game.

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11
Q

Bell curve:)

A

Probability distrobution where some.

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12
Q

Decison Making:)

A

Making choices that will effect gameplay.

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13
Q

Dynamics:)

A

Results like play actions being put into motion.

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14
Q

Cinematic:)

A

Movie inserted into the video game.

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15
Q

Accessibility:)

A

Easy to learn and easy to play, yet not always easy to master.

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16
Q

Agent:)

A

Middleman between the creator and the publisher.

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17
Q

Downtime:)

A

When a player is not actually participating.

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18
Q

Character Class:)

A

The profession of the character that says what he or she can and cannot do.

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19
Q

Casual Game:)

A

A game played to relax not to beat or win.

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20
Q

Beta:)

A

Very close to final design but still being tested.

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21
Q

Features List:)

A

The key details or selling points of the game.

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22
Q

Fluidity:)

A

The extent to which the game circumstances change over time.

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23
Q

Game Design:)

A

Creating the content and the rules of the game.

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24
Q

Game Engine:)

A

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

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25
Game Writing:)
Writing of the dialogue, text, and story within the worlds.
26
Genre:)
Sub category of games with well defined methods and appeal to players.
27
Goals:)
A desired result or plan that you set to achieve.
28
Graphics:)
The visual aspects of a game, particularly the art.
29
Graphical Interface:)
Everything on the screen that the user will see.
30
Immersion:)
Feeling like you are really in the game as though you are really there.
31
Intellectual Property:)
Identifiable characters or stories that are owned by an individual or company.
32
Iternative:)
Something that is repeated over and over
33
Length:)
The defined starting and ending points.
34
Level Design:)
Maps and placements of objects and challenges within those maps
35
Luck of the Draw:)
Does not require decision making, game is based only on luck.
36
Mechanics:)
How you move, earn points, gain resources, etc. within the game.
37
Patent:)
A strong form of protection for an intellectual property.
38
Play balance:)
A balanced game is one that is fair and each player has an equal chance of winning.
39
Player interaction:)
When the action of one player immediately affects at least one other players situation.
40
Play testers:)
People who play an unfinished game to find errors, inconsistencies, or other issues.
41
Pitch:)
Brief description and/or presentation of a game or a game concept designed to secure funding.
42
Probability:)
The likelihood that something will happen.
43
Prototype:)
An early/unfinished version of the game.
44
Publishers:)
Companies that manufacture and distribute games.
45
Random:)
Occurrences in a game that players have no control over
46
Replayability:)
A game that allows it to be played over and over again.
47
Rules:)
The mechanics enforce these things that you can or cannot do.
48
Service Mark:)
Legal protection for a tagline or catchphrase.
49
Simulation:)
Intended to represent some part of reality.
50
Space:)
The look and feel of the game from its design.
51
Strategic:)
Strategy that involves your long range plan.
52
System:)
Collection of game mechanics that produce a given outcome.
53
System Design:)
Creation of rules and patterns in the game.
54
Theme:)
Story or history that the game is trying to represent.
55
Trademark:)
Form of intellectual property that applies to titles and names.
56
Transparency:)
Whether or not a game reveals its secrets.
57
User Interface Design:)
How the player receives information and how the player interacts with the game.
58
Volatility:)
The extent to which the game arrangements are not subject to the changes caused by other players.
59
World design:)
Creation of the overall backstory, setting, and theme of the game.
60
Zero Sum:)
Situation where one player can only gain by taking away from another player.