Terms 1-60 Flashcards

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
Q

Game Writing:)

A

Writing of the dialogue, text, and story within the worlds.

26
Q

Genre:)

A

Sub category of games with well defined methods and appeal to players.

27
Q

Goals:)

A

A desired result or plan that you set to achieve.

28
Q

Graphics:)

A

The visual aspects of a game, particularly the art.

29
Q

Graphical Interface:)

A

Everything on the screen that the user will see.

30
Q

Immersion:)

A

Feeling like you are really in the game as though you are really there.

31
Q

Intellectual Property:)

A

Identifiable characters or stories that are owned by an individual or company.

32
Q

Iternative:)

A

Something that is repeated over and over

33
Q

Length:)

A

The defined starting and ending points.

34
Q

Level Design:)

A

Maps and placements of objects and challenges within those maps

35
Q

Luck of the Draw:)

A

Does not require decision making, game is based only on luck.

36
Q

Mechanics:)

A

How you move, earn points, gain resources, etc. within the game.

37
Q

Patent:)

A

A strong form of protection for an intellectual property.

38
Q

Play balance:)

A

A balanced game is one that is fair and each player has an equal chance of winning.

39
Q

Player interaction:)

A

When the action of one player immediately affects at least one other players situation.

40
Q

Play testers:)

A

People who play an unfinished game to find errors, inconsistencies, or other issues.

41
Q

Pitch:)

A

Brief description and/or presentation of a game or a game concept designed to secure funding.

42
Q

Probability:)

A

The likelihood that something will happen.

43
Q

Prototype:)

A

An early/unfinished version of the game.

44
Q

Publishers:)

A

Companies that manufacture and distribute games.

45
Q

Random:)

A

Occurrences in a game that players have no control over

46
Q

Replayability:)

A

A game that allows it to be played over and over again.

47
Q

Rules:)

A

The mechanics enforce these things that you can or cannot do.

48
Q

Service Mark:)

A

Legal protection for a tagline or catchphrase.

49
Q

Simulation:)

A

Intended to represent some part of reality.

50
Q

Space:)

A

The look and feel of the game from its design.

51
Q

Strategic:)

A

Strategy that involves your long range plan.

52
Q

System:)

A

Collection of game mechanics that produce a given outcome.

53
Q

System Design:)

A

Creation of rules and patterns in the game.

54
Q

Theme:)

A

Story or history that the game is trying to represent.

55
Q

Trademark:)

A

Form of intellectual property that applies to titles and names.

56
Q

Transparency:)

A

Whether or not a game reveals its secrets.

57
Q

User Interface Design:)

A

How the player receives information and how the player interacts with the game.

58
Q

Volatility:)

A

The extent to which the game arrangements are not subject to the changes caused by other players.

59
Q

World design:)

A

Creation of the overall backstory, setting, and theme of the game.

60
Q

Zero Sum:)

A

Situation where one player can only gain by taking away from another player.