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Vocabulary flashcards for the final exam review, covering key concepts from lectures and games.
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Elements of Game Design
Core components including Player Experience, Mechanics, Systems, Gameplay, Narrative, Macrostructure.
Player Experience
The emotional and psychological impact a game has on a player.
Mechanics
The rules and procedures that govern a game.
Systems
Interconnected mechanics that create complex interactions.
Gameplay
The actual experience of playing a game.
Narrative
The story or plot of a game.
Macrostructure
Overall design elements like pacing and metagame.
Player Theories
Models of player behavior (e.g., Bartle's player types, Koster's fun theory, Yee's motivations).
Bartle Player Types
Achievers, Explorers, Socializers, Killers.
Language Metaphor
Viewing game design as creating a language for players to understand.
State Spaces
All possible states a game can be in.
Mechanics Families
Groups of mechanics with similar functions or behaviors.
Game Loops
Core cycles of player actions and game responses.
Emergence
Complex behavior arising from simple rules.
Onion Diagram
Visual representation of game layers and their interactions.
Loop Diagram
Visual representation of game cycles and interactions.
Flow
State of deep immersion and enjoyment.
Intrinsic Motivation
Doing something for the inherent satisfaction.
Extrinsic Motivation
Doing something for external rewards.
Narrative Types
Linear, dynamic, modular, emergent.
Historical Games
Games with historical significance or origins.
Folk Games
Traditional games passed down through generations.
Systemic Elements
Elements related to the game's underlying systems and rules.
Aesthetic Elements
Elements related to the game's visual and auditory presentation.
Genres
Categories of games based on similar gameplay and themes.
User Personas
Fictional representations of target players.
Auctions
Mechanics where players bid for items or resources.
Game Theory
Mathematical framework for analyzing strategic interactions.
Social Deduction
Games involving deception and hidden roles.
FPS
First-Person Shooter.
Eclipse
A complex strategy board game.
Rock, Paper, Scissors
A simple hand game with strategic elements.
Zen Counting
A counting based game.
Senet
An ancient Egyptian board game.
Snakes & Ladders
A classic board game of chance.
Monopoly
A real estate trading board game.
Uno
A shedding-type card game.
Magic: The Gathering
A collectible card game.
Hearthstone
A digital collectible card game.
Marvel Snap
A fast-paced collectible card game.
Power Grid
A board game about building a power network.
Root
An asymmetrical woodland warfare game.
Among Us
An online multiplayer social deduction game.
Werewolf
A social deduction game with hidden roles.
Save the Date
A branching narrative game.
One-Page RPGs
Role-playing games condensed onto a single page.
For the Queen
A card-based storytelling game.
Fiasco
A role-playing game about disastrous situations.
Disco Elysium
An open world role playing game.
Persona 5
A stylish, turn-based JRPG.
Let’s! Revolution!
A game with specific game mechanics.
Zubek’s definition of game
A definition of a game, contrasting opinions.
Gameplay vs mechanics
Gameplay is the experience, mechanics are the rules.
PENS
Acronym related to evaluating games (Purpose, Elements, etc.).
Huizinga’s “magic circle”
The space within which the rules of the game apply.
Player motivations
Reasons why players engage with a game (e.g., competition, exploration).
Nouns vs verbs
Game elements as static objects (nouns) vs. actions (verbs).
Feedback loops
Cycles where outputs of a system are fed back as inputs.
Positive Feedback Loop
Amplifies changes in a system.
Negative Feedback Loop
Stabilizes a system.
Amplifying Feedback Loop
Synonym for positive feedback loop.
Balancing Feedback Loop
Synonym for negative feedback loop.
Conversion loops/chains
Sequences of actions that transform resources or states.
Extrinsic rewards
External motivators (e.g., points, achievements).
Intrinsic rewards
Internal motivators (e.g., enjoyment, satisfaction).
Koster’s model
A theory about fun and learning in games.
Primary mechanics
Core actions or systems defining a game.
Dominant strategies
Most effective ways to play a game in a given situation.
Resource management
Allocating and utilizing resources effectively.
Units
Individual entities controlled by players.
Abilities
Special actions or powers available to players.
Stats
Numerical values representing a character's or item's attributes.
Modifiers
Effects that alter stats or abilities.
Currencies/items
Resources used within a game's economy.
Authored narratives
Stories explicitly written and designed by the game developer.
Emergent narratives
Stories that arise from player interactions and gameplay.
Pacing
The speed and rhythm at which a game unfolds.
Social metagame
Strategic interactions and unspoken rules among players.
Mastery metagame
Strategies and knowledge for optimizing game performance.
Linear narrative
A story that progresses in a fixed sequence.
Fixed interactive narrative
A story with predetermined paths and choices.
Static non-linear narrative
Narrative with multiple paths but fixed events.
Dynamic narrative
Narrative that changes based on player actions.
Modular narrative
Narrative constructed from independent segments.
Emergent narrative
Narrative arising from gameplay.
Gameplay structure
The arrangement of mechanics and systems in a game.
Narrative structure
The organization of the story in a game.
Cumulative Exam
An exam that covers all material from the course.
Open note
Permitted to use notes during the exam.
Open book
Permitted to use books during the exam.
Open slides
Permitted to use lecture slides during the exam.
Essay questions
Exam questions requiring written responses.
Player
The individual interacting with the game.
Flow State
Being fully immersed and engaged in an activity.
Game rules
Formal actions and constraints in a game.
Winning condition
Specific objective needed to complete in a game.
Losing condition
Specific state that indicates failing in a game.
Core mechanic
Fundamental action within gameplay.
Secondary Mechanics
Supporting or augmenting core experience.
Reward system
Mechanism for giving players incentives.