Terms 21-60 Flashcards

1
Q

Features List.

A

The key details or selling points of the game.

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2
Q

Fluidity.

A

The extent to which game circumstances change over time.

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3
Q

Game Design.

A

Creating the content and the rules of the game.

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4
Q

Game Engine.

A

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

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5
Q

Game Writing.

A

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

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6
Q

Genre.

A

Subcategory of games with well-defined methods and appeal to players.

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7
Q

Goals.

A

A desired result or plan that you set to achieve.

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8
Q

Graphics.

A

The visual aspects of a game, particularly the art.

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9
Q

Graphical Interface.

A

Everything on the screen that the user will see.

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10
Q

Immersion.

A

Feeling like you are really in the game.

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11
Q

Intellectual Property.

A

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

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12
Q

Iterative.

A

Something that is repeated over and over.

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13
Q

Length.

A

The defined starting and ending points.

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14
Q

Level Design.

A

Maps and placements of objects and challenges within those maps

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15
Q

Luck of the Draw.

A

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

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16
Q

Mechanics.

A

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

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17
Q

Patent.

A

A strong form of protection for an intellectual property.

18
Q

Play Balance.

A

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

19
Q

Player Interaction.

A

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

20
Q

Play Testers.

A

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

21
Q

Pitch.

A

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

22
Q

Probability.

A

The likelihood that something will happen.

23
Q

Prototype.

A

An early/unfinished version of the game.

24
Q

Publishers.

A

Companies that manufacture and distribute games.

25
Q

Random.

A

Occurrences in a game that players have no control over.

26
Q

Replayability

A

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

27
Q

Rules

A

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

28
Q

Service Mark

A

Legal protection for a tagline or catchphrase.

29
Q

Simulation

A

Intended to represent some part of reality.

30
Q

Space

A

The look and feel of the game from its design.

31
Q

Strategic

A

Strategy that involves your long range plan.

32
Q

System

A

Collection of game mechanics that produce a given outcome.

33
Q

System Design

A

Creation of rules and patterns in the game.

34
Q

Theme

A

Story or history that the game is trying to represent.

35
Q

Trademark

A

Form of intellectual property that applies to titles and names.

36
Q

Transparency

A

Whether or not a game reveals its secrets.

37
Q

User Interface Design

A

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

38
Q

Volatility

A

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

39
Q

World Design

A

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

40
Q

Zero Sum

A

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