Term
| 3 Types of 3rd Person Camera |
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Definition
1. Stationary (Horror/Adventure) 2. Player Controlled (Platformers, MMOs) 3. Automatic (Fighting, Racing) |
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Term
| Pros/Cons 3rd Person Stationary Camera |
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Definition
Pros: Low computation time, allows pre-rendered backgrounds Cons: No user control, character must not occlude surroundings |
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Term
| Pros/Cons 3rd Person Player Controlled Camera |
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Definition
Pros: User freedom Cons: Control complication |
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Term
| Pros/Cons 3rd Person Automatic Camera |
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Definition
Pros: Show the player what they should see Cons: Less player freedom |
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Term
| Pros/Cons Cinematic Camera Use |
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Definition
Pros: Communicates story Cons: Removes control from the player, breaks immersion |
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Term
| First Dimension Cardinality |
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Definition
| Two directions of movement |
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Term
| Second Dimension Cardinality |
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Definition
| Four directions of movement |
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Term
| Third Dimension Cardinality |
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Definition
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Term
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Definition
| When the player has done everything there is to do in a game |
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Definition
| When the game's story is complete |
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Definition
| When the player runs out of resources needed to play the game (lives) |
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Term
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Definition
| Managing or regulating the gameplay experience by designing the game into some kind of segments |
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Term
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Definition
| The division of gameplay into self-contained puzzles or trials (waves) |
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Term
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Definition
| Division of the gameworld into different spaces, rather than a continuous whole world, possibly with different rules in each space |
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Definition
| Limiting, synchronizing, and/or coordinating player activity over time (quarters of a football game) |
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Definition
| Dividing gameplay for the purpose of working alongside a storyline, sometimes altering the narrative and games between (often coincides with the other segmentations) |
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Term
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Definition
| Positive reinforcement for playing a game, either in game or enjoyment of playing the game |
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Term
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Definition
| Optimal experience in which full immersion is achieved (no self-awareness and no sense of actual time) |
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Term
| Prerequisites for Flow (4) |
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Definition
1. Challenge 2. Goals 3. Feedback 4. Having control in an uncertain situation |
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Term
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Definition
| Get the player to enter the magic circle and stay in the magic circle |
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Term
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Definition
| A strict relationship between reality and what the game is representing; procedural representation of aspects of reality |
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Term
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Definition
| Sim games are games that allow players to experience a representation of reality through meaningful play without real world consequences |
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Term
| 2 Levels of Procedural Representation |
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Definition
1. Games are representation (macro) 2. Games can represent (micro) |
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Term
| Categories of Conflict (3) |
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Definition
1. Territorial 2. Economic 3. Knowledge |
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Term
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Definition
1. Numerical (logical/mathematical rules) 2. Limited (not complete representation of reality) |
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Term
| Choices in the Design of Sim Games (2) |
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Definition
1. What/How to simulate 2. Scope and depth of the simulation |
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Term
| Structure of Simulations (2) |
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Definition
1. Case-based logic, in which relationships are specified in advance 2. Generalized logic, in which elements have sets of general attributes |
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Term
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Definition
1. Immediacy (true, authentic representations) 2. Hypermediacy (emphasized the constructed nature of a representation) |
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Term
| Player/Character Relationship (3) |
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Definition
1. Direct identification with character 2. Engagement with game procedures as a player 3. Existence in larger social context as a person |
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Term
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Definition
| Simulation through world construction |
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Term
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Definition
| Simulation by display of images |
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Term
| Procedural Content Generation |
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Definition
| Random/psudo-random (quality metrics) process to generate game content resulting in an unpredictable range of possible game play spaces. |
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Term
| Computational Narratology |
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Definition
| Generation of automatic analysis and stories using formal models. |
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Term
| Computational Narratology Elements (4) |
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Definition
1. Artificial Intelligence 2. Literary Theory 3. Film Studies 4. Psychology |
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Term
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Definition
1. Story 2. Discourse 3. Text |
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Term
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Definition
| A complete list of all events and their relationships |
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Definition
| A select set of events from the story, possibly with information omitted and possibly told out of order to achieve some effect |
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Term
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Definition
| The models of expression afforded by the medium through which the tale is told |
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Term
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Definition
1. Reduced authoring burden 2. Emergent behavior 3. Replay value 4. Thwart walkthroughs |
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Term
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Definition
1. Difficult to design quality metrics 2. Lack of control (quality/support) 3. Thwart walkthroughs |
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Definition
| Any strategy, action, or method used in a game which transcends a prescribed rule set, uses external factors to affect the game, or goes beyond the supposed limits or environment set by the game |
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Term
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Definition
Quality of an object that allows an individual to perform an action (knobs:twisting :: cords:pulling) |
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Term
| Meta Pros (2) and Cons (2) |
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Definition
Pros: enjoyable, interesting out of game context Cons: overpowering/cheating, breaks 4th wall |
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Term
| Design of Affordances (4) |
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Definition
1. Make them explicit 2. Hide them from the player 3. Use subtle cues 4. Call the player out for breaking the 4th wall |
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Term
| Characteristics of a Narrative (3) |
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Definition
1. Situation (events that change over time) 2. Character (system of representation) 3. Form (patterning & repetition |
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Term
| Categories of Structures for Narrative Play (2) |
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Definition
1. Experience a game narrative as an interactive story 2. Engage with the narrative as it emerges during gameplay |
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Term
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Definition
| Pre-generated elements of a narrative (cutscenes) |
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Term
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Definition
| Created on-the-fly elements as a result of the player's interaction with the game (context-dependent) |
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Term
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Definition
| larger frames that contain the game world narrative |
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Term
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Definition
| individual moments of narrative created as the game progresses |
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