game programming

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Last updated 2:07 AM on 5/8/26
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60 Terms

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Gameplay

Can be defined as choices, challenges, or consequences that players face while navigating a virtual environment.

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Rules

Define the actions or moves that the players may make in the game (and also those that they cannot make).

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Victory Conditions

Correspond to how players should win the game.

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Explicit Loss Condition

When the player loses because his character dies or runs out of vital resources.

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Player-to-Game

In single-player mode, the player is interacting only with the game itself and the platform.

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Player-to-Player

The connection between players how they communicate with each other and ways in which they play the game together (which could include cooperative and/or competitive behavior).

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Game Theory

Focuses on the types of conflicts that exist in games and how players might respond to these conflicts.

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Zero-Sum

Involve situations where players have completely opposing interests.

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Non-Zero Sum

Involve situations in which players do not have completely opposing interests.

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Prisoner's Dilemma

Illustrates what happens when all players try to compete with each other in an NZS situation.

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Explicit Challenge

Intentional, immediate-and often intense.

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Implicit Challenge

Not specifically added to the game but is an emergent feature of the game itself.

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Perfect Information

When provided, the complete state of play is known to the players at all times.

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Intrinsic Knowledge

Gained from within the game world.

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Extrinsic Knowledge

Gained outside the game world and applied to the game.

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Spatial Awareness

Players usually have to navigate through environments.

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Resource Management

Referred to as micromanagement in games that involve a high level of detail, it is one way to allow the player to have many options in the game.

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Reaction Time

Significant when the speed at which a player responds to a challenge is directly related to the speed at which the player's character reacts in the game.

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Advancement

Reaching a higher level in the game.

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Race

Accomplishing something before another player does

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Analysis

Applying mental processes to solving riddles and cryptic codes.

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Exploration

Moving into new areas and seeing new things

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Conflict

Disagreements or combat between characters

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Chase

Catching or eluding an opponent-often by utilizing either quick reflexes or stealth strategies

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Organization

Arranging items in a game in a particular order often by utilizing spatial and pattern-matching strategies

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Escape

Rescuing items or players and taking them to safety

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Taboo

Getting the competition to break the rules often involving physical or emotional stamina

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Construction

Building and maintaining objects

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Solution

Solving a problem or puzzle before or more accurately than the competition does

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Outwit

Applying intrinsic or extrinsic knowledge to defeat the competition.

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Balance

When players perceive that it is consistent, fair, and fun

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Consistent Challenges

Players should experience gradually more difficult challenges.

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Perceivably Fair Playing Experiences

Players shouldn't be doomed from the start through their 'mistakes.'

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Lack of Stagnation

Players should never get stuck with no way to go on.

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Lack of Trivial Decisions

Players should be required to make only important decisions in the game

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Difficulty Levels

Players should have a choice of difficulty, or the level should adjust to the player's ability throughout the game.

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Level Design

Defined as the creation of environments, scenarios, or missions in an electronic game.

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Structure

Can be used to structure a game into effective subdivisions, organize progression, and enhance gameplay.

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Objectives

Each level should have a set of objectives that the player understands.

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Flow

You want to make sure that a player stays in a particular area of a level until he has accomplished the necessary objectives.

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Duration

Answers the question: How much time should be spent on each level?.

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Availability

You need to consider the various gameplay goals in the game and ensure that each level covers one primary goal.

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Relationship

Answers the question: What are the relationships between levels in the game?.

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Progression

Answers the question: How do you pace the game's progression through level design?.

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Time

Can also be thought of with respect to real-world time.

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Authentic

Some games try to portray time authentically and use the passage of time as a gameplay characteristic.

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Limited

Sometimes implemented as a part of the setting of the game but not of the gameplay itself.

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Player-Adjusted

In many sports games, players may modify the time associated with game levels.

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Altered

Several games incorporate altered time as an effect.

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Space

Incorporates the physical environment of the game-including its perspective, scale, boundaries, structures, terrain, objects, and style (color, texture, look, and feel).

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Camera & Perspective

Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third person point-of-view (POV) is required.

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Omnipresent

The player has the ability to view different parts of the game world and can take actions in many different locations of the world (even if parts are hidden at times).

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Aerial (Top-Down)

Shows the player the game as seen from above-a bird's-eye view.

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Isometric

The player can look slightly across the landscape at a 30- to a 45-degree angle.

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Side-Scrolling (or Flat/Side View)

In 2D space, characters can run only from left to right or jump up and down.

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Terrain & Materials

Environmental materials such as metal, glass, sand, gravel, sky, and clouds-directly influence the look and feel of the game.

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Radiosity & Effects

Without the proper application, players will not be able to navigate through the game environment- nor will they be able to see and interact with details that might determine whether they can progress through the game.

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Scale

Includes the total size of physical space and relative sizes of the objects in the game.

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Realism

Actual photographic and land-height data is used to create a realistic model for most flight simulators.

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Style

Influences everything from the character, interface, manual, and packaging.