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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