terms 1-60 Flashcards

(50 cards)

1
Q

games that 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 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

when a player is presented with too many choices or decisions

A

Analysis paralysis

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6
Q

represents the player in a game (or a sprite)

A

Avatar

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7
Q

Probability distribution where some events are more likey to occur than others

A

Bell curve

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8
Q

making choices that will affect the rest of the game play

A

Decison making

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9
Q

Results like actions being put into motion

A

Dynamics

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10
Q

Movie inserted into a video game

A

Cinematic

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11
Q

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

A

accessibillity

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12
Q

middle man bettween the creator and the publisher

A

Agent

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13
Q

The key details or selling points of a game.

A

Features list

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14
Q

The extent to which the game circumstances change over time.

A

fluidity

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15
Q

creating the content and the rules of the game.

A

Game design

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16
Q

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

A

Game engine

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17
Q

Everything on the screen that the user will see.

A

Graphical interface

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18
Q

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

A

Immersion

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19
Q

Identifiable charter or stories that are owned by a person or a company

A

Intellectual property

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20
Q

something that is repeated over and over

A

Iterative

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21
Q

A strong form of protection for an interictal property

22
Q

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

23
Q

when the action of one player immediately affects at least one other player’s situation

A

Player interaction

24
Q

people who play an unfinished game to find errors inconsistencies or other issues

25
whether the game is easy to play or requires more experience.
depth
26
provides an overview of the game and its learning goals.
design document
27
Law that protects creation
copyright
28
A game that has no connection to the real world
abstract
29
When a player is not actually participating
downtime
30
a game that is played to relax not to beat or win
casual game
31
The profession of the character says that he or she can and cannot do.
character class
32
very close to the final design but still being tested
Beta
33
writing of the dialogue text and the story within the worlds
game writing
34
subcategory of games with well-defined methods and appeal to players.
genre
35
a desired result or plane that you set to achieve.
goals
36
The casual aspect of a game particularly the art
graphics
37
the defined starting points and ending points
length
38
maps and placements of objects and challenges within those maps.
level design
39
does not require decision-making game is based only on luck
luck of the draw
40
how you move to earn points gain resources etc. within a game
mechanics
41
A strategy that involved your long-range plan
Strategic
42
collection of game mechanics that produce a given outcome.
system
43
creation of rules and patterns in the game.
system design
44
story or history that the game is trying to represent
theme
45
form of intellectual property that applies to titles and names
Trademark
46
brief description and or presentation or a game concept designed to secure funding.
Pitch
47
The likelihood that something will happen
probability
48
An unfinished version of the game
prototype
49
companies that distribute games
publishers
50
occurrences in a game that players have no control over.
random