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CSC 281 Foundations of Interactive Game Design (Exam 2)
NCSU course taught by J Bahamon
50
Computer Science
Undergraduate 1
11/13/2014

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Cards

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