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