GAME DEV MIDTERM

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61 Terms

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Player Motivation

Why do people play games? Understanding this can help you develop games that will fulfill these needs

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Social Interaction

Although social interaction can take place in the immediate environment (real-life interaction), it can also occur ingame—especially in social games and MMOs.

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Physical seclusion

would probably prefer to play games in a private place—such as their homes.

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Competition

Some players enjoy the thrill of competing with other players. The competitive spirit has been associated with games throughout history

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Knowledge

Players can be motivated to gain knowledge of particular concepts, processes, and strategies by playing game

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Mastery

Some players are motivated to master the game itself— demonstrating their ability to dominate the game world and figure out how to become advanced players

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Escapism

Players often indicate that they are motivated to play to escape from the ongoing stresses and challenges of real life

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Addiction

Unlike the comparatively “passive” entertainment of television and film, games offer players the opportunity to take active roles in the entertainment experience

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Game Market

If you plan to develop games, you need to understand the game market—the people who play games

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Geographics

relate to the players’ geographic locations, which could include various countries or even regions within those countries

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Psychographics

consists of people’s values, attitudes, and lifestyles.

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Myers-Briggs Type Indicator (MBTI)

In 1943, Isabel Briggs Myers and her mother, Katharine Briggs, developed a model to measure personality types

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Extrovert (E) vs. Introvert (I)

Energy is more outer or innerdirected.

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Sensing (S) vs. Intuitive (N)

Perception is more present or future-oriented.

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Thinking (T) vs. Feeling (F)

Judgment-formation is more objective or subjective

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Judging (J) vs. Perceiving (P)

Approach to the world is more structured or spontaneous.

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demographics

players include statistical information such as gender, age, income level, education level, marital status, ethnicity, and religion.

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Generations

are considered part of both demographics and psychographics.

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Silent Generation (Born 1924 –1943)

Members of this generation experienced the Great Depression and World War II 

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Boom Generation (Born 1943–1961)

Members of this generation were small children during the postwar boom.

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Generation X (Born 1962–1981) 

Members of this generation were children during the social turmoil of the 1960s and 1970s—and were the targets of an anti-child cultural bias

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Millennial Generation (Born 1982–2002)

Members of this generation grew up during the 1982–2000 economic boom— the greatest in history and fueled by high-technology

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Traditional Story Structure

Story structure has been the topic for screenwriting classes for decades.

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Beginning (Act I):

The most interesting stories begin by placing the audience into the action or drama of the story

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Middle (Act II)

The middle of the story focuses on the obstacles that stand in the way of the character’s ability to solve the problem introduced in Act I.

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End (Act III)

The story ends when the problem introduced in Act I has been solved.

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Premise

high concept is a summary (consisting of 1-2 sentences or a short paragraph) of the game’s purpose and overall theme,

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Backstory

provides information that leads up to where the game begins. It usually consists of a short paragraph in the game instruction manual, or it appears as text

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synopsis

storyline can also exist throughout the game itself. In this case, the player might be involved in the setting and actions that take place in the game

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theme

represents what the story is truly about—even if it’s not shared explicitly with the player. Themes usually relate to a primary obstacle in the story faced by the main character(s).

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Setting

backdrop represents the world that is being explored by the audience, characters, or player.

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Plot

more about how the story unfolds rather than what the story is about. It is a sequence of events in a story that forces a character to make increasingly difficult decisions, driving the story toward a climactic event and resolution.

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Balancing conflict

Dramatic tension in a story is maximized when the player often seems to be on the brink of disaster but is able to escape repeatedly from this situation by just the narrowest of margins

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Shifting Focus

Even though players make choices and have apparent freedom while playing the game, players can be drawn back to the main storyline

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Suspension of disbelief

your story must somehow cause the players to forget real life and accept the artificial reality you’ve created.

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Realism

In contrast to the suspension of disbelief device, can be used in games to mimic the real world as closely as possible.

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Hero

archetype is the central character in a single-player game.

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Shadow

is an extremely important character— representing the hero’s opposite, often the ultimate evil character in a story

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Mentor

is a character who often guides the hero toward some action and often an older advisor character

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Ally

is a character who helps the hero progress on the journey and may also assist the hero with tasks that might be difficult or impossible to accomplish alone.

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Guardian

blocks the progress of the hero by whatever means necessary—until the hero has proven his or her worth

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Trickster

is a neutral character who enjoys making mischief

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Herald

facilitates change in the story and provides the hero with direction

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Protagonist

is the main character. A single-player game centers around this character and the game’s story is told from this character’s point of view, even if the game is not played in a firstperson perspective

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Antagonist

is the opposite of the protagonist. This does not mean that the antagonist is “bad.

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Transformational antagonist

is an anti-hero character who could have been a protagonist.

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Mistaken antagonists

are characters who the audience initially thinks are villains— but they turn out to be innocent.

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Exaggerated antagonists

are those who are larger-thanlife, bizarre, and sometimes even comedic villains who might even dominate the story because they are often more interesting than the protagonist.

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Supporting characters

also known as pivotal characters—exist primarily to prevent the protagonist from walking away.

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Game characters

are either player characters or non-player characters (also known as NPCs). Sometimes one player can control several player characters (often in a group, such as sports teams or military troops).

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Player characters & Avatar

characters or other entities in a game world that are controlled by the players. When a player controls only one character, that character is called an avatar

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Non-player characters (NPCs)

are those characters in a game world not controlled by players. Instead, these characters are created and controlled by the game’s artificial intelligence (AI) engine

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Character Development Elements

Basic character development in a story involves the relationships among characters and the changes they might undergo throughout a story.

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Character triangle

forms a powerful three-way relationship among characters in a story

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Character Arc

A protagonist rarely changes during the course of a story—but the character always grows. The process of character growth and development is called the character arc.

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Level 1 Intrapersonal

level, the protagonist is concerned only with his or her own needs and thoughts.

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Level 2 Interpersonal

level, the protagonist bonds with another character in a one-on-one relationship.

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Level 3 Team

level, the protagonist bonds with a small group of characters who have common interests.

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Level 4 Community

level, the smaller team becomes part of a larger organized network, which could include a neighborhood, city, school, or company

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Level 5 Humanity

level, the protagonist often goes through what Maslow calls self-actualization—spiritual growth that can occur now that the protagonist has achieved comfort, love, and acceptance among a larger community.