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Exam (elaborations)

GAME DESIGN FINAL QUESTIONS AND ANSWERS

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  • Course
  • GAME DESIGN
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  • GAME DESIGN

GAME DESIGN FINAL QUESTIONS AND ANSWERS

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  • September 24, 2024
  • 67
  • 2024/2025
  • Exam (elaborations)
  • Questions & answers
  • GAME DESIGN
  • GAME DESIGN
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84 Multiple choice questions

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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