Gaming

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Across
  1. 1. Bearing no relation to/connection with the real world
  2. 2. the action into player turns that usually follow one on another. Typical of board and card games.
  3. 4. and the next.alues or measurements
  4. 6. Video game genre in which a principal activity is running, leaping, and jumping
  5. 7. an unfinished version of a game suitable to be playtested and modified
  6. 8. something that has a continuously changing range of
  7. 12. a story or history that a game is attempting to represent
  8. 13. tabletop games can be created without a lot of teamwork
  9. 14. game a game whereReal-time–continuous play without turns, so that there is never a pause in the action. a principal mechanism is choosing a role or other function or item before someone else chooses it
  10. 15. a game representing a war, usually a two-sided battle or a larger war which might have more than two sides
  11. 18. especially in the video game industry, game design improves with the experience of the designer
  12. 21. a time when a player is not actually participating in the game, as in between one
Down
  1. 1. 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
  2. 3. the contractual date at which certain elements of a game should have reached a defined state
  3. 5. Curve–see a bell curve
  4. 9. gameplay is the heart of any game
  5. 10. continuous play without turns, so that there is never a pause in the action
  6. 11. strategy involves long-range plans and things that occur to affect the war, well before a battle takes place
  7. 16. artificial intelligence
  8. 17. Information in games of perfect information the only data hidden from an opponent is a player’s intentions
  9. 19. all games have these
  10. 20. extent to which the game circumstances change over time