terms 1-60 Flashcards

1
Q

results like play actions being put into motion

A

dynamics

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2
Q

movie inserted into the video game

A

cinematic

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3
Q

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

A

accessibility

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4
Q

middleman between the creator and the publisher

A

agent

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5
Q

when a player is not actually participating

A

downtime

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6
Q

the proffesion of the character that says what he or she can and cannot do

A

character class

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7
Q

a game played to relax not to beat or win

A

casual game

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8
Q

very close to final design but still being tested

A

beta

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9
Q

writing of a dialogue, text, and story within the words

A

game writing

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10
Q

sub category of games with well defined methods and appeal to players

A

genre

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11
Q

a desired result or plan that you set to achieve

A

goals

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12
Q

The defined starting and ending points.

A

length

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13
Q

Maps and placements of objects and challenges within those maps

A

level design

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14
Q

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

A

luck of the draw

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15
Q

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

A

mechanics

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16
Q

Everything on the screen that the user will see.

A

graphic interface

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17
Q

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

A

immersion

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18
Q

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

A

intellectual property

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19
Q

Something that is repeated over and over.

A

iterative

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20
Q

The key details or selling points of the game

A

features list

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21
Q

The extent to which the game circumstances change over time.

A

fluidity

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22
Q

Creating the content and the rules of the game.

A

game design

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23
Q

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

A

game engine

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24
Q

When a player is presented with too many choices or decisions

A

analysis paralysis

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25
Q

Represents the player in the game (or a sprite)

A

avatar

26
Q

Probability distribution where some events are more likely to occur than others.

A

bell curve

27
Q

Making choices that will affect the rest of your game play

A

decision making

28
Q

Whether the game is easy to play or requires more experience

A

depth

29
Q

Provides an overview of the game and its learning goals.

A

design document

30
Q

Law that protects creation

A

copyright

31
Q

games which are advertised frequently and have budgets over $20

A

aaa list games

32
Q

video games made to resemble board games or board games made to resemble video games

A

convergence

33
Q

the very first build that is shared with testers

A

alpha

34
Q

parts of your game

A

components

35
Q

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

A

abstract

36
Q

a strong form of protection for an intellectual property

A

patent

37
Q

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

A

play balance

38
Q

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

A

player interaction

39
Q

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

A

play testers

40
Q

The visual aspects of a game, particularly the art.

A

graphics

41
Q

brief description and/or presentation of a game or a game concept designed to seere funding

A

pitch

42
Q

the like hood that something will happen

A

probability

43
Q

a nearly unfinished version of the game

A

prototype

44
Q

companies that munufacture and distribute games

A

publishers

45
Q

occurences in a game that players have no control over

A

random

46
Q

a game that allows it to be played over and over again

A

replay ability

47
Q

the mechanics enforce these things that you can or cannot do

A

rules

48
Q

legal protection for tagline or catch phrase

A

service mark

49
Q

intended to represent some part of reality

A

simulation

50
Q

the look and feel of the game from its design

A

space

51
Q

Strategy that involves your long range plan

A

strategic

52
Q

Collection of game mechanics that produce a given outcome

A

system

53
Q

Creation of rules and patterns in the game.

A

system design

54
Q

Story or history that the game is trying to represent

A

theme

55
Q

Form of intellectual property that applies to titles and names

A

trademark

56
Q

Whether or not a game reveals its secrets

A

transparency

57
Q

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

A

user interface design

58
Q

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

A

volatility

59
Q

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

A

world design

60
Q

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

A

zero sum