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FUNDAMENTALS OF GAME DESIGN LECTURE FINAL EXAM STUDY GUIDE QUESTIONS AND ANSWERS $9.00   Add to cart

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FUNDAMENTALS OF GAME DESIGN LECTURE FINAL EXAM STUDY GUIDE QUESTIONS AND ANSWERS

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  • GAME DESIGN

FUNDAMENTALS OF GAME DESIGN LECTURE FINAL EXAM STUDY GUIDE QUESTIONS AND ANSWERS

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  • September 24, 2024
  • 243
  • 2024/2025
  • Exam (elaborations)
  • Questions & answers
  • GAME DESIGN
  • GAME DESIGN
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264 Multiple choice questions

Definition 1 of 264
require the player to take a set of given information and derive additional information to find
the solution

Ethics


Dynamic Luas

Logic

Prediction

Definition 2 of 264
test/integrate stage

To Deliver on Time

Aesthetics (mda)

Verification (SDLC)

Dynamic difficulty adjustment (dda)

Definition 3 of 264
things are usually "zero-sum," meaning there's only so much to go around, and when it's gone.
it's gone

Annexation


Military Intervention

Federal Supremacy


Territorial Acquisition

,Definition 4 of 264
How easy is it to learn how to use the system?
Mainly novice users.
Use tutorials to teach controls and mechanics.
Games may have moves that are hard to learn, but lead to new layers of skill once mastered.

Learnability

Usability


Memorability

Efficiency

Definition 5 of 264
Ratings To Deliver on Time Core Check

Difficulty level

Reasons to cut mechanics

Movement impetus

Constraints

Definition 6 of 264
a short (maybe 2-4 weeks) development cycle

Waterfall Development

Sprint

Timing


Agile Development

,Definition 7 of 264
Blue-Sky, Slow boil, Mechanic, MDA, IP, Story, and Research

The 2 Approaches to Game Design


The 6 Approaches to Game Design

The 1 Approaches to Game Design

The 7 Approaches to Game Design

Definition 8 of 264
Sequels and Spin-Offs
Remasters and Collections
Licensed Titles or Spokesperson
Original

Difficulty Level

Pre-Existing IP


Game Pacing

Linear Stories

Definition 9 of 264
If the ESRB rates the game as more mature than what was planned, mechanics may need to be
removed and the game resubmitted.

Gross Impressions

Ratings


Circulation

Response Rates

, Definition 10 of 264
When an intricate or complicated system simulation is used as the mechanics for a game,
without thought to how interesting that game will be
Author planned to build a highly-realistic traffic control system before realizing it wouldn't be
interesting to interact with

What is Bottom-Up Game Design?

What does the term, "IP", refer to?


What are Kim's puzzle modalities?

What is the difference between a spatial reasoning and exploration puzzle according to
Brathwaite and Schreiber?

Definition 11 of 264
A form of tradeoff where the player can take an action with multiple possible outcomes, some
beneficial and some detrimental. The player must analyze the situation and weigh potential
positive outcomes against negative ones

Minimal risk Design

Risk vs Reward

Asset pricing


Cost vs Benefit

Definition 12 of 264
games that involve running away from enemies or avoiding them

Chasing or Evading

Trading and Negotiation


Item Use

Remove Linearity

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