Game Design VOCAB
Across
- 2. important to selling a game, but the best games are enjoyable even if the graphics are very simple. For most players graphics are very much subordinate to the gameplay. Successful tabletop game prototypes rarely have high-quality graphics.
- 4. in-game usage, an agent is a middleman between game creators and game publishers who help arrange a deal and takes a percentage of the revenue.
- 8. pretending to be less capable or in a worse position than you really are. This is particularly useful in games with more than two players so that you are less likely to be subject to leader bashing or kingmaking.
- 9. This player tries to know each game inside-out. He wants to learn the best counter to every move his opponent(s) might make. He takes nothing for granted, paying attention to little details which probably won’t matter but which in certain cases could be important.
- 10. Games sometimes called non-electronic or non-digital games: games that are not video games.
Down
- 1. if the video game has passed beyond the pitch and game concept/treatment stages to actual pre-production, then the designer(s) will write fairly long documents describing all the details of the game, so that artists, programmers, sound people, and others can actually make the game.
- 3. a player presented with too many decisions, or too many plausible choices for a decision, may effectively "freeze up" and do nothing for quite a while. In a turn-based game analysis paralysis slows down the game for everyone, and can be quite unpleasant for the paralyzed person
- 4. an accessible game is easy to learn to play, though not necessarily easy to
- 5. something that changes slightly each time as it is done many times. In programming, incrementing a variable often involves adding one to it each time it is used.
- 6. This term applies specifically to characters in role-playing games that are controlled by the referee or game master. It can also represent all the forces that the game designer controls and the players do not.
- 7. in real warfare leaders rarely know exactly where the enemy is, how many there are, or what their capabilities or intentions are. This is the “fog of war”. In traditional board games, most of this information is obvious to the opponent.