Vocab game design Flashcards

1
Q

AAA List Games

A

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

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2
Q

Convergence

A

Video games made to resemble board games and vice versa.

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3
Q

Alpha

A

Very first build that is shared with testers

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4
Q

Components

A

parts of your game.

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5
Q

Depth

A

Whether the game is easy to play or requires more experience.

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6
Q

Design Document

A

Provides an overview of the game and its learning goals.

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7
Q

Copyright

A

Law that protects creation.

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8
Q

Abstract

A

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

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9
Q

Analysis Paralysis

A

When a player is presented with too many choices or decisions.

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10
Q

Avatar

A

Represents the player in the game (or a sprite).

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11
Q

Bell Curve

A

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

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12
Q

Decision Making

A

Making choices that will affect the rest of your game play.

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13
Q

Dynamics -

A

Results like play actions being put into motion.

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14
Q

Cinematic -

A

Movie inserted into the video game.

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15
Q

Accessibility -

A

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

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16
Q

Agent -

A

Middleman between the creator and the publisher.

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17
Q

Downtime -

A

When a player is not actually participating.

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18
Q

Character Class -

A

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

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19
Q

Casual Game -

A

A game played to relax not to beat or win.

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20
Q

Beta -

A

Very close to final design but still being tested.

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21
Q

Features List

A
  • The key details or selling points of the game.
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22
Q

Fluidity

A

The extent to which the game circumstances change over time.

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23
Q

Game Design

A
  • Creating the content and the rules of the game.
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24
Q

Game Engine

A
  • Development software that game designers use to manage art, sound, and code.
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25
Q
  1. Game Writing
A
  • Writing of the dialogue, text, and story within the worlds.
26
Q
  1. Genre
A
  • Subcategory of games with well-defined methods and appeal to players.
27
Q
  1. Goals
A
  • A desired result or plan that you set to achieve.
28
Q
  1. Graphics -
A

The visual aspects of a game, particularly the art.

29
Q
  1. Graphical Interface
A
  • Everything on the screen that the user will see.
30
Q
  1. Immersion
A
  • Feeling like you are really in the game as though you are really there.
31
Q
  1. Intellectual Property
A
  • Identifiable characters or stories that are owned by an individual or company.
32
Q
  1. Iterative
A
  • Something that is repeated over and over.
33
Q
  1. Length -
A

The defined starting and ending points.

34
Q
  1. Level Design -
A

Maps and placements of objects and challenges within those maps

35
Q
  1. Luck of the Draw -
A

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

36
Q
  1. Mechanics -
A

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

37
Q
  1. Patent
A
  • A strong form of protection for an intellectual property.
38
Q
  1. Play Balance -
A

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

39
Q
  1. Player Interaction -
A

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

40
Q
  1. Play Testers -
A

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

41
Q
  1. Pitch -
A

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

42
Q
  1. Probability -
A

The likelihood that something will happen.

43
Q
  1. Prototype -
A

An early/unfinished version of the game.

44
Q
  1. Publishers -
A

Companies that manufacture and distribute games.

45
Q
  1. Random -
A

Occurrences in a game that players have no control over.

46
Q
  1. Replayability -
A

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

47
Q
  1. Rules
A
  • The mechanics enforce these things that you can or cannot do.
48
Q
  1. Service Mark -
A

Legal protection for a tagline or catchphrase.

49
Q
  1. Simulation -
A

Intended to represent some part of reality.

50
Q
  1. Space -
A

The look and feel of the game from its design.

51
Q
  1. Strategic -
A

Strategy that involves your long range plan.

52
Q
  1. System -
A

Collection of game mechanics that produce a given outcome.

53
Q
  1. System Design -
A

Creation of rules and patterns in the game.

54
Q
  1. Theme -
A

Story or history that the game is trying to represent.

55
Q
  1. Trademark -
A

Form of intellectual property that applies to titles and names.

56
Q
  1. Transparency -
A

Whether or not a game reveals its secrets.

57
Q
  1. User Interface Design -
A

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

58
Q
  1. Volatility -
A

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

59
Q
  1. World Design -
A

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

60
Q
  1. Zero Sum -
A

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