Terms 1-60 Flashcards

(35 cards)

1
Q

Games which are frequently advertised and have budgets of over $20 million

A

AAA List Games

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2
Q

Video Games made to resemble Board Games and Board Games made to resemble Video Games

A

Convergence

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3
Q

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 its 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 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 play.

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

A Movie inserted into the video game

A

Cinematic

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15
Q

Easy to learn and easy to play but not always easy to master

A

Accessibility

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16
Q

Middleman between the creator and the publisher

17
Q

When a player is not actually participating.

18
Q

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

A

Character Class

19
Q

A game played to relax not to beat or win.

20
Q

Very close to final design but still being tested.

21
Q

The key details or selling points of the game.

A

Features List

22
Q

The extent to which the game circumstances change over time.

23
Q

Creating the content and the rules of the game.

24
Q

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

25
Writing of the dialogue, text, and story within the worlds
Game Writing
26
Sub category of games with well defined methods and appeal to players.
Genre
27
A desired result or plan that you set to achieve.
Goals
28
The visual aspects of a game, particularly the art.
Graphics
29
Everything on the screen that the user will see.
Graphical Interface
30
Feeling like you are really in the game as though you are really there.
Immersion
31
Identifiable characters or stories that are owned by an individual or company.
Intellectual Property
32
Something that is repeated over and over.
Iterative
33
The defined starting and ending points.
Length
34
Maps and Placements of objects and challenges within those maps.
Level Design
35
Does not require decision making, based only on luck.
Luck of the Draw