Term
| Explain what a Magic Circle is. |
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Definition
| - a place where players enter the game space, where the game takes place |
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Term
| Why is the Magic Circle important to Game Development? |
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Definition
- high level road mapping for design techniques - supports brainstorming |
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Term
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Definition
| - play that serves some significant function that imparts meaning into the action |
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Term
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Definition
| - a form of evaluative play that means a player can perceive the immediate outcome of an action |
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Term
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Definition
| - a form of evaluative play that means the outcome of an action is woven into the game system as a whole |
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Term
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Definition
| - a set of rules create fairness for players to follow |
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Term
| Who is Johan Huizinga and what was his significance to Game Development? |
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Definition
| - contributed to the discovery of the magic circle and meaningful play |
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Term
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Definition
| - the main aspect or appeal of a game |
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Term
| What are some examples of core mechanics? |
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Definition
- territorial acquisition - prediction - spatial reasoning - survival - destruction - building - collection - chasing or evading - trading |
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Term
| What are constituative rules? |
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Definition
| - the abstract, core mathematical rules of a game; the fundamental inner workings of a game |
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Term
| What are operational rules? |
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Definition
| - the rules that players follow in order to play the game; must be very transparent and obvious to the user |
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Term
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Definition
| - the basic etiquette and behaviors gamers expect of one another |
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Term
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Definition
| - rules that allow players to focus on the experience of the play rather than on the logic of the rules. |
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Term
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Definition
| - deals with the regulation and control of systems, the ways a system gauges its effects and makes necessary adjustments |
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Term
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Definition
| - the study of how meanings are made; signs are used to designate objects or ideas |
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Term
| Who is Ferdinand de Saussure? |
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Definition
| - considered the father of linguistics in the 20th century |
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Term
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Definition
| - a form of semiotic that distinguishes certain actions and objects |
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Term
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Definition
| - more analytically competitive games, in which each player's moves and strategies available for the other to see |
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Term
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Definition
| - being rewarded for completing certain tasks, like bonus points or an extra life |
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Term
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Definition
| - the removal of something unpleasant, like silencing a loud noise |
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Term
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Definition
| - the addition of something unpleasant such as a sudden electric shock |
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Term
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Definition
| - enable a player's avatar to do things they couldn't do before or enhance abilities they already have, like a jet pack or walking through walls |
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Term
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Definition
| - allows a player to access to new location or resources, generally used only once, and they have no other value to the player once they've been used |
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Term
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Definition
| - given to the player to maintain their status quo, like a health pack or mana potions |
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Term
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Definition
| - no impact on the game play itself but will be things they end up taking away from the experience |
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Term
| What does fixed reinforcement mean? |
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Definition
| - rewards or punishments are occurring at a steady continuous rate. |
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Term
| What does variable reinforcement mean? |
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Definition
| - rewards and punishments are coming at irregular intervals |
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Term
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Definition
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Term
| First order of cybernetics |
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Definition
| - organizational and control relations on systems, where the system designer determines what the system will do |
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Term
| Second order of cybernetics |
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Definition
| - organizational and control relations of systems, emphasizing autonomy, self-organization, cognition, and the role of the observer |
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Term
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Definition
| - measures some aspect of the system or environment |
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Term
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Definition
| - compares measured aspect to a set of values and decides whether or not to take action |
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Term
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Definition
| - creates a change in the system |
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Term
| Dynamic Difficulty Adjustment |
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Definition
| - analyzes the performance of the player within a system and then reduces or increases difficulty accordingly |
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Term
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Definition
| - an adaptive system that improves gameplay experience by adjusting flow experiences based on the players. |
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Term
| What does MDA mean? Explain |
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Definition
| - Mechanics, Dynamics, Aesthetics. A formal approach to understanding games, one which attempts to bridge the gap between game design and development, game criticism, and technical game research |
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Term
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Definition
| - study of making decisions that yields the greatest "payoff" |
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Term
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Definition
| - won Nobel prize for his work in evolutionary game theory |
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Term
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Definition
| - a grid of cells used to diagram the possible outcomes of a game theory problem, shows win/lose outcome of a game |
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Term
| What is a normal form game? |
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Definition
| - a representation of a game that includes all perceptible and conceivable strategies and their corresponding payoffs, for each player |
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Term
| What is an extensive form game? |
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Definition
| - form of game that attempts to capture games with some important order |
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Term
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Definition
| - the amount of "winnable goods" (resources) is fixed, one player loses while the other wins |
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Term
| What is a non-zero-sum game? |
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Definition
| - the total amount gained is variable, both players may win or lose |
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Term
| What is the Prisoner's Dilemma? |
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Definition
| - a situation that varies the reward depending on each persons decision |
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Term
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Definition
| - limited number of strategies, must be two or more |
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Term
| What is infinite strategy? |
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Definition
| - infinite number of stragties |
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Term
| What is a simultaneous game? |
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Definition
| - games in which both players make moves at the same time |
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Term
| What is a sequential game? |
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Definition
| - are typically turn-based games in which the each player has some knowledge of the previous players actions |
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Term
| What does opposing interest mean? |
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Definition
| - selecting the course of action that seems or is more favorable, outcome can vary. |
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Term
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Definition
| - an assignment of value to the possible outcomes of a game |
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Term
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Definition
- provides challenge to players - can create flow if done right |
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Term
| Describe the different types of goals and give examples. |
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Definition
-Long Term: usually the endpoint -Mid Term: cannot be performed instantly but also do not signify the end of the game -Short Term: many pleasures that are parallel to winning |
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Term
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Definition
| An experiment where a dog learned to associate a bell ringing with food. |
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Term
| What does operant behavior mean? |
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Definition
| - people learn to behave the way that they do because a certain kind of behavior has been rewarded in the past? |
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Term
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Definition
| Attributed a more active role to the learning subject. (operant behavior). |
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Term
| What is the effect on negative and positive reinforcement on Games? |
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Definition
| help shape the fabric of any game experience |
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