Term 1 of 84
A potential solution for difficulty levels being to widely spaced is:
header
sidebar
slider
banner
Term 2 of 84
Empty space is a consideration in the context of UI desig.
True
False
Term 3 of 84
It can be argued that because innovation is found in developing new game mechanics, it
(innovation) is not spoiled by working with an existing IP.
True
False
Term 4 of 84
Creating effective pacing in a game can be likened to musical composition.
True
False
Term 5 of 84
It is possible to mathematically evaluate a race to the end game.
True
False
,Term 6 of 84
how easy a system is to learn
utility
efficiency
memorability
learnability
Term 7 of 84
A game writer and a game designer are two distinctly different jobs that require different skill
sets.
True
False
Term 8 of 84
Chutes and Ladders is the United States version of Snakes and Ladders.
True
False
Term 9 of 84
While the exact core or message of an existing IP is not always perfectly translatable to the
core of a game, it is a designer's job to match them as closely as possible.
True
False
Term 10 of 84
Secrets of DDA should be published as part of your game manual.
True
False
,Term 11 of 84
A "sequel" always refers to new, stand-alone products.
True
False
Term 12 of 84
As a game developer, you can choose any existing IP with which to work.
True
False
Term 13 of 84
Communication via design documents is preferable over phone conversations and video
conferencing.
True
False
Term 14 of 84
these are the legitimate reasons to use a licensed IP for game development:
minimize expense
many sales will be based solely on the IP
mitigate risk
maximize sales
to have a rating changed
to get the game to market in a certain time frame
as a result of playtesting - a certain mechanic doesn't "work"
it is probably intended for an internal audience only
the design phase can be skipped
Term 15 of 84
Tempo in player movement is determined solely by game mechanics.
True
False
, Term 16 of 84
Publishers pay a fee on licensed or pre-existing IP, but not on original IP.
True
False
Term 17 of 84
Key features should be described in narrative form in a short paragraph or two.
True
False
Term 18 of 84
what are the weaknesses with DDA
narratology
it is probably intended for an internal audience only
test mechanics and user interfaces
players may exploit it
it doesnt work for all kinds of challenges
it can create absurdities
it obviates good level design
Term 19 of 84
In the article regarding Flow, the two games that were designed to discuss implementation of
flow in games were:
pure speed
anxiety
traffic light and FlOw
boredom
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