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Exam (elaborations)

GAME DESIGN 101 GMU QUESTIONS AND ANSWERS

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GAME DESIGN 101 GMU QUESTIONS AND ANSWERS

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  • September 24, 2024
  • 80
  • 2024/2025
  • Exam (elaborations)
  • Questions & answers
  • GAME DESIGN
  • GAME DESIGN
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81 Multiple choice questions

Definition 1 of 81
Group of techniques used to quickly fabricate a scale model of a physical part or assembly
using three-dimensional computer aided design data (Wikipedia).

Refrigerator test:


Thematic Setup

Rapid Prototype

Trade Offs

Definition 2 of 81
Tactical decisions are the smallest unit of measurement in terms of strategy.
Tactics describe short term plans. (Ex: moving a unit to a place)
Tactics (form) → Strategies (form) → Grand strategies

Mechanic


Handicaps

Zero Sum


Tactics

Definition 3 of 81
It is subjective as to whether or not games implement chance in the form of player
unpredictability
Yhphrums's Law ( or reverse - murphy's law) -> if it can work, it will work given on infinite
number of attempts

Slow Boil (Game development approach)


Perceivably Fair Playing Experience:

"German Engineering" in game design


A few debates that rage about chance

,Definition 4 of 81
Explicit Gamification are strategies that utilize applications that are obviously game-like. Users
acknowledge they are playing a game, and oftentimes need to opt into playing.

Chance
Chance


Static Balance

Explicit Challenge


Randomness overload

Definition 5 of 81
Prototyping, testing, analyzing, and refining a product (Wikipedia).

Iterative Design

Design-Centric:


Transitive Balance:

Positive Feedback Loop

Definition 6 of 81
The players are bored.
Too much luck or low frequency of interesting decisions.
The players are bored unless it's their turn.
The players' decision is too isolated.
The players never become engaged, or seem confused.
The game is too complicated, there are too many decisions, or there is too much information
to process.
One player beats the other players by a wide margin.
Solution: chance based system or negative feedback loop

"German Engineering" in game design


Aesthetic
Aesthetic cont.

Play testing luck/skill balance (Pg. 112) Important

Bartle's Player Types

,Definition 7 of 81
Skill-based Elements
Limited time use abilities: (Ex: Ultimate abilities)
Dynamic Specials: (Ex: Power charges up over time when not being used)
Explicit Choices: Picking between X and Y
Limited Actions: Placing resource caps and making actions use those resources
Trading and Negotiation: (Be Careful with this)

Intellectual Property


Refrigerator test:

Skill-based Elements

Intrinsic Knowledge

Definition 8 of 81
Strategy that applies everywhere in the game

What is a game?

Static Balance

Narratology

Grand Strategy

Definition 9 of 81
When a player is ahead, they are rewarded to continue pushing their lead.

Player Motivations

Measured Randomness

Positive Feedback Loop

Iterative Design

, Definition 10 of 81
"Once you unlocked the better thing you should always use the better thing."

Transitive Balance:


The Network Effect:

Intransitive Balance (Rock paper scissors):

Extrinsic Knowledge

Definition 11 of 81
The study of games as a storytelling medium. The story is woven into the game and must use
the rules of traditional storytelling in order to keep players engaged in the dynamics of the
game.
Lore first, then mechanics that underlie it.

Tactile:


Core Dynamic

Zero Sum

Narratology

Definition 12 of 81
No direct confrontation (no "1v1s").No clear winner or loser. Players may cooperate together.
They may be at odds sometimes, but that isn't the point of the game.
Example: Shopping Mall (Shops agree to group together to benefit individually, even though
there is competition)/games with achievements to show for your time
Tragedy of the Commons:
By doing the logical thing, players hinder each other.

Non-zero Sum

Narratology

Perfect Information

Gambler's Fallacy

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