Terms 21-60 Flashcards

(40 cards)

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
Random.
Occurrences in a game that players have no control over.
26
Replayability
A game that allows it to be played over and over again.
27
Rules
The mechanics enforce these things that you can or cannot do.
28
Service Mark
Legal protection for a tagline or catchphrase.
29
Simulation
Intended to represent some part of reality.
30
Space
The look and feel of the game from its design.
31
Strategic
Strategy that involves your long range plan.
32
System
Collection of game mechanics that produce a given outcome.
33
System Design
Creation of rules and patterns in the game.
34
Theme
Story or history that the game is trying to represent.
35
Trademark
Form of intellectual property that applies to titles and names.
36
Transparency
Whether or not a game reveals its secrets.
37
User Interface Design
How the player receives information and how the player interacts with the game.
38
Volatility
The extent to which the game arrangements are not subject to the changes caused by other players.
39
World Design
Creation of the overall backstory, setting, and theme of the game.
40
Zero Sum
Situation where one player can only gain by taking away from another player.