Across
- 4. Specific components of a game, the processes, systems, and games that describe player/system interaction (ie: deck building, dice rolling, shooting, platforming).
- 5. A state where a person loses themselves in the act being performed. There is a perfect balance of challenge and mastery.
- 8. A model that explains what drives players to play games.
- 14. An element of design that relies on a player’s past experience to provide them with the understanding of how to interact with a given part of the system.
- 15. Safety tool in LARP or TTRPG where a group decides that something may happen off screen but not in game and not discussed in depth (A character may have a history with spiders that is not critical).
- 16. Safety tool in LARP or TTRPG where a group decides is not allowable anywhere in the game to any extent (ie: spiders).
- 18. When emotions, thoughts, physical states and relationships are transferred between the player and played character.
Down
- 1. The study of games and play.
- 2. How players interact with the game components.
- 3. Guidelines for design often used to evaluate software/usability/playability.
- 6. The state of a game’s responsiveness where the response (sound, visual, framing) makes a user’s input feels impactful and fun.
- 7. In MDA, it is the emotional response experienced by the player
- 9. A cyclical process in which one plans, builds, evaluates and repeats.
- 10. A playable version of a game that demonstrates specific elements. May be representational or only partially complete.
- 11. The “hallowed space” where a game takes place. A game space separated from reality.
- 12. The study of narrative.
- 13. Different questions and perspectives through which Jesse Schell suggests approaches design.
- 17. The act of play in a physical sense. The tangible interaction between a person’s body and the game and/or the construction of meaning through play.
