Terms 1-60 Flashcards

(60 cards)

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

Depths

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6
Q

Provides an overview of the game and it’s learning goals

A

Design Documents

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7
Q

Law that protects creation

A

Copyright

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8
Q

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

A

Abstract

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9
Q

When a player is presented with to many choices or decisions

A

Analysis paralysis

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10
Q

Represents the player in the game

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 out into the moon

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 not actually participating

A

Downtime

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18
Q

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