CISC 3667 Game Design & Development Midterm Review

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Comprehensive vocabulary flashcards covering the core concepts, theories, frameworks, and mechanics for CISC 3667 Midterm Review.

68 Terms

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Game Design

The practice of creating a game's rules, mechanics, and experiences.

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Iterative Design

The process of repeatedly designing, testing, evaluating, and revising a game.

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Lusory Attitude

The psychological state of willingly accepting a game's rules and limitations to participate in play.

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Game (Kevin Maroney)

A form of play characterized by goals and structure.

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Four Traits of Games (Jane McGonigal)

The four defining characteristics shared by all games: goals, rules, feedback systems, and voluntary participation.

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Game (Jesse Schell)

A problem-solving activity approached with a playful attitude.

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Game (Bernard Suits)

An activity that involves voluntarily attempting to overcome unnecessary obstacles.

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Crawford's Taxonomy

A classification system that distinguishes toys, challenges, puzzles, conflicts, competitions, and games based on goals, active opponents, and player interaction.

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Sensation (LeBlanc)

One of LeBlanc's eight kinds of fun, centered on sensory enjoyment.

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Fantasy (LeBlanc)

One of LeBlanc's eight kinds of fun, centered on make-believe and imagined worlds.

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Narrative (LeBlanc)

One of LeBlanc's eight kinds of fun, centered on story and drama.

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Challenge (LeBlanc)

One of LeBlanc's eight kinds of fun, centered on overcoming obstacles.

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Fellowship (LeBlanc)

One of LeBlanc's eight kinds of fun, centered on social interaction.

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Discovery (LeBlanc)

One of LeBlanc's eight kinds of fun, centered on exploration and uncovering secrets.

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Expression (LeBlanc)

One of LeBlanc's eight kinds of fun, centered on creativity and self-expression.

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Submission (LeBlanc)

One of LeBlanc's eight kinds of fun, centered on relaxation and pastime.

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Hard Fun (Lazzaro)

One of Lazzaro's Four Keys 2 Fun, focusing on challenge, mastery, and accomplishment.

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Easy Fun (Lazzaro)

One of Lazzaro's Four Keys 2 Fun, focusing on curiosity, exploration, and discovery.

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Serious Fun (Lazzaro)

One of Lazzaro's Four Keys 2 Fun, focusing on meaning, personal value, and emotional impact.

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People Fun (Lazzaro)

One of Lazzaro's Four Keys 2 Fun, focusing on social interaction and shared experiences.

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Achievers (Bartle)

A Bartle player type motivated by accomplishments, points, progress, and completion.

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Explorers (Bartle)

A Bartle player type motivated by discovering game worlds and systems.

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Socializers (Bartle)

A Bartle player type motivated by interacting and forming relationships with other players.

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Killers (Bartle)

A Bartle player type motivated by competition, dominance, and acting on other players.

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Elemental Tetrad

A game design framework comprising four interconnected elements: Mechanics, Story, Aesthetics, and Technology.

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Mechanics (Elemental Tetrad)

The rules, procedures, and actions that dictate how a game operates.

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Story (Elemental Tetrad)

The events and narrative structure contained within a game.

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Aesthetics (Elemental Tetrad)

The sensory presentation and direct experiential elements of a game.

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Technology (Elemental Tetrad)

The tools and materials that provide the underlying medium to make a game possible.

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Object

An entity within a game, such as a player or an enemy.

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Attribute

A property belonging to a game object, such as health or speed.

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State

The current value of an object's attribute at a given time, such as 50 HP50\text{ HP}.

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Basic Actions

Actions directly permitted and defined by the rules of a game.

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Strategic Actions

Higher-level decisions made by players that combine basic actions to achieve a goal.

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Operational Rules

Instructions explaining how to play the game.

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Foundational Rules

The underlying mathematical or formal structure governing a game.

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Behavioral Rules

Implicit expectations regarding appropriate player conduct and sportsmanship.

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Written Rules

Rules that are explicitly documented for players.

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House Rules

Modifications or custom rules established by players rather than the original game design.

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Standard Player

A player who follows the rules and plays the game as intended.

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Dedicated Player

A player who follows the rules while strongly pursuing mastery and victory.

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Unsportsmanlike Player

A player who abides by the formal rules but violates the spirit of play.

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Cheat

A player who breaks the formal rules of a game to gain an advantage.

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Spoil-Sport

A person who rejects or disrupts the game itself.

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Degenerate Strategy

A strategy that is consistently effective and undermines meaningful choices by making other strategies less viable.

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Exploit

The use of an unintended feature or interaction within a game's system to gain an advantage.

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Feedback Loop

A system state where an output influences its future behavior.

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Positive Feedback

A feedback dynamic that amplifies an advantage or change, potentially leading to a snowball effect.

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Negative Feedback

A feedback dynamic that counteracts differences to move the system toward equilibrium, often implemented via rubberbanding or catch-up mechanics.

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Dynamic Difficulty Adjustment (DDA)

A game system that automatically alters the level of challenge based on player performance.

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Theoretical Probability

The mathematically expected likelihood of an outcome occurring.

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Practical Probability

The relative frequency of an outcome observed during actual trials.

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Expected Value (EV)

The average outcome anticipated over many occurrences, expressed mathematically as EV=∑(Outcome×Probability)EV = \sum(\text{Outcome} \times \text{Probability}).

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Gambler's Fallacy

The mistaken belief that an outcome is more likely to occur simply because it has not occurred recently.

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Lucky Streak Fallacy

The mistaken belief that an outcome is more likely to continue simply because it has occurred repeatedly.

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Bayes' Theorem

A formula used to update the probability of an event or hypothesis based on new evidence, calculated as P(A∣B)=P(B∣A)×P(A)P(B)P(A|B) = \frac{P(B|A) \times P(A)}{P(B)}.

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Game Balance

The practice of adjusting game elements to create an intended experience while preventing unintended dominant strategies.

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Symmetrical Balance

A balance state where all players possess identical or equivalent resources and abilities.

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Asymmetrical Balance

A balance state where players have different abilities or resources while remaining competitively viable.

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Circular Balance

A balance structure where each option has clear advantages and disadvantages against other options, such as in Rock-Paper-Scissors.

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Meaningful Choice

A player decision that significantly influences gameplay or game outcomes.

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Dominant Strategy

An option that is consistently superior to alternatives, potentially reducing meaningful choices.

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Triangularity

The game design relationship balancing risk, reward, and certainty.

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Game Logic

Programming instructions that enforce rules, process player actions, and update the game state.

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Game Loop

A core programming pattern that repeatedly processes user input, updates the game state, and renders the screen.

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Collision Detection

A computational process that determines whether two or more objects touch or overlap to trigger rule-defined consequences.

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Delta Time

The measurement of elapsed time between consecutive frames, used to ensure smooth and consistent movement across different frame rates.

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Document Object Model (DOM)

A programming interface that allows JavaScript to inspect, access, and modify HTML elements.