Term
"A game is a series of interesting choices." What are the four qualities of an "interesting choice" in a game? |
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Definition
1. Informed (have some idea of the outcome) 2. Balanced (not forced, with some tradeoffs) 3. Consequential (have an effect on the game) 4. Dramatic (has something important riding on the outcome) |
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Term
| What is the causal link that connects rules of a game to having fun? |
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Definition
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Term
| When a game becomes software, what do rules, play, and fun become for the designer? |
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Definition
Rules become mechanics (code) Play becomes dynamics (process) Fun becomes aesthetics (requirements) |
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Term
| What does MDA framework stand for? |
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Definition
M echanics D ynamics A esthetics |
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Term
| What are mechanics? (MDA) |
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Definition
| They are the rules and concepts that formally specify the game as a system. |
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Term
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Definition
| They are the run-time behavior of the game as a system with the players. |
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Term
| What are aesthetics? (MDA) |
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Definition
| They are the emotional responses evoked by game dynamics. |
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Term
| Clark Abt defines a game as needing what four aspects? |
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Definition
1. Activity (actions over time) 2. Decision-makers (players are actively making decisions) 3. Objectives (goal) 4. Limiting Context (rules that structure and limit the activity) |
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Term
| Greg Costikyan defines a game as needing what five aspects? |
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Definition
1. Art (cultural importance) 2. Decision-making players (players are making choices) 3. Resource management (decisions are based on and alter available resources) 4. Game tokens (representation of the game state) 5. Goal |
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Term
| Jesper Juul defines a game as needing what six aspects? |
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Definition
1. Rules 2. Variable, quantifiable outcome (varying endings that can be assigned numbers) 3. Valorization of outcome (different outcomes can be positive and negative) 4. Player effort (must take effort from the player to steer to the desired outcome) 5. Player is attached to the outcome (emotionally, wants to win) 6. Negotiable Consequences (the game can be played with or without real world consequences) |
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Term
| Roger Caillois defines play as needing what two aspects? |
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Definition
1. Governed by rules (establish new laws) 2. Make-believe (awareness of a second reality) |
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Term
| What is "the magic circle"? |
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Definition
| A zone created by games that removes one from the real world and gives the players confidence that its contents will not cause real-world harm. |
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Term
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Definition
| Visual representation of a game object. |
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Definition
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Definition
| Reused images that help improve game performance. |
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| What are the four key words that Roger Caillois' uses to define play? |
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Definition
1. Free (no obligation) 2. Separate 3. Uncertain (players create outcomes) 4. Unproductive |
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Term
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Definition
1. Above discussion (fixed in advance) 2. Create a state machine |
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Term
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Definition
1. Operational (written) 2. Constituative (mathematical/logic) 3. Implicit (unwritten) |
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