Game Design VOCAB
Across
- 7. 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.
- 9. intellectual property LARP–live-action role-playing MDA mechanics dynamics aesthetics
- 10. 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.
- 11. 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
- 12. an accessible game is easy to learn to play, though not necessarily easy to
- 13. 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.
- 14. 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.
- 15. first-person shooter
- 16. multiplayer online
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.
- 2. in a game where there are better and worse ways to play, a transparent game will reveal the "secret" of good play to a player by the end of the first game played. The player will think he knows what to do to win the game. It may turn out it's a little more complicated than he thinks, but oftentimes it is in fact pretty clear what to do even though it may be hard to do it well.
- 3. the ideal of technological immersion is the Star Trek holodeck, where you could be playing a game and feel exactly as though you were there. Videogame makers often try to use technology to achieve this end. It is possible to have immersion without technology, for example in a role-playing game.
- 4. 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.
- 5. 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.
- 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.
- 8. Games sometimes called non-electronic or non-digital games: games that are not video games.
- 12. alternate reality game CCG–collectible card game CDG card driven game