Fundamentals of Game Design Lecture Final Exam Study Guide
A classification of video game genres was first published by Chris Crawford in:
1984
In its first year to market, "The Settlers of Catan" sold how many copies?
400,000
What is MDA?
A framework for understanding the structure of games and is a formal approach to game design and game research
The 7 Approaches to Game Design
Blue-Sky, Slow boil, Mechanic, MDA, IP, Story, and Research
Story
Create a game adaptation of a story
This is the pattern of play that comes from rules of the game being set in motion by the players.
Dynamics
Aesthetics refers to how a game looks. True or False?
False
All games must contain an avatar, or something that represents himself or herself. True or False?
False
Any process that you, as a game designer find fascinating should inherently translate into a fun and exciting game. True or False?
False
Bottom-up game design is based on taking an existing board game and developing a video game from it. True or False?
False
First-person shooters are typically played from the antagonist's viewpoint. True or False?
False
High-level technology is a requisite to make an "immersive" game. True or False?
False
Play testing and tuning is a one-step process. True or False?
False
Playtesting your own puzzles gives accurate and informational results. True or False?
False
The process of designing and developing an electronic jigsaw puzzle is much the same as as creating an analog jigsaw puzzle. True or False?
False
Mastermind is an example of what type of puzzle:
Logic
The rules of a game are known as:
Mechanics
MDA
Mechanics (rules) Dynamics (play) Aesthetics (experience), and in this approach, designers ask themselves which aesthetic they hope to achieve, define the dynamics that would lead to this feeling, and then create the mechanics to produce the desired dynamics
What is Game Design?
Process of creating the content and rules of a game and when it is good, it creates goals the player is motivated to reach and gives rules that the player must follow as he/she makes meaningful decisions in pursuit of those goals
Requirements (SDLC)
Product requirements document and analyze requirements stage
This genre is know for casting players as an "adventurer" who specializes in specific skill set while progressing through a pre-determined storyline.
RPG
What does SDLC stand for?
Software Development Life Cycle
Implementation (SDLC)
Software and code/implement stage
What are some examples of IPs?
Spiderman, Halo, and The Sims
One of the highest honors a board game can be awarded is the:
Spiel des Jahres
This type of game is characterized by a player having a top-down perspective of the game world, in which many aspects fall under their power, and there is direct competition with other forces.
Strategy
Prototyping
Tabletop games can be quickly prototyped with pen, paper, scissors It is much harder to test video game designs without having the right assets in place It is much easier for a tabletop designer to realize their vision
Action is a genre of puzzle games. True or False?
True
All puzzles have a goal: to find the solution. True or False?
True
More board games are sold per capita in Germany than anywhere else on earth. True or False?
True
One advantage of developing board games over video games is the instant gratification of developing and playtesting a prototype in a relatively short period of time. True or False?
True
Survival is a core dynamic that involves surviving and thriving in a game world. True or False?
True
The designer's perspective of game design, with regard to MDA, is the inverse of the player's perspective. True or False?
True
Using IP in game design mitigates risk. True or False?
True
Violence is taboo in Germany's gaming culture. True or False?
True
How the player interacts with the game and how the player receives information and feedback from a games is known as:
User Interface
Writing Game Essays
Write like a book report Not a game review Be sure to explain what and why Use a formal tone
Game State
a collection of all relevant virtual information that may change during play
Playtest
a full or partial play session to identify strengths and weaknesses in the design
What is a Video Game?
a game that uses a digital video screen of some kind
A puzzle is:
a toy, a series of non-combat events that a player must complete to progress play, a problem, and a contrivance designed to amuse
Changing Play Order
adding in mechanics such as a player repeating their turn or forcing a player to skip a turn would make things interesting...
Blue-Sky Design
allows designers to consider lots of possibilities and ideas with a few exceptions imposed by time, money, interest, or all of the above, and this design approach assumes no constraints other than the designer's imagination
What is a Game?
an activity with rules, it is a form of play that often has conflict but not always, , either with other players, with the game system itself, or with randomness/fate/luck
What are game bits in video games?
art assets like icons, sprites, models, and objects, when talking about their representation in the programming code
Constraints on game design
budget, time, platform, audience, rating, manufacturing cost, physical dimensions, genre/game category, and additional game features
Revision
changes are made in the design to fortify weaknesses and build upon strengths. Sometimes, changes are small incremental changes incorporated one at a time. Other times, designers happen upon unexpected play dynamics that cause the game to go in a completely different direction.
How to Overcome Game Designer's Block
changing a resource's availability, change in-game player interaction, change play order, remove a rule, "Rule of Two"
Waterfall Development
classic approach to SDLC, move through each phase to produce system
If you are not a programmer, your most critical (and perhaps daunting) task to get your game developed is:
communicate your idea perfectly to a team of specialists required to turn that idea into a finished videogame.
Constraints
confines on which designers build games
Agile Development
continual prototyping and improvement feedback loop with customers
Mechanic
design built around core mechanic
Rapid Prototype
designers focus on play over graphics and this step is so they can get the overall feel of the game
Prediction
doing the right thing or being in the right place at the right time, the players have room to guess what will happen, are rewarded for predicting the possible outcome of a game before it continues to the next round, and most times, the player's prediction involves luck or consideration of odds
Game Space
entire area of the game
Changing in-game player interaction
forces more strategic thinking out of the players and adds uncertainty to the game
Research
game created to answer a research question
Race to the End
games in which players compete against one another to be the first to the finish line, the first to cross the street, or the first to learn a particular technology
Collection
games that involve pattern-matching, collecting items/resources determining the winner, or matching similar objects together
Chasing or Evading
games that involve running away from enemies or avoiding them
Repeat
go back to the prototype and start the next iteration
Goals
goals in game are called missions or quests, ultimate one is obviously victory, and provide rewards that motivate players to defeat creatures, search for treasure, equip themselves with better and better armor, and compete against their friends
A well-written academic review of a video game should be void of:
hyperbole
Metagame
interactions that take place between players outside of the game state
Building
involves players being required to build something
Advantage(s) of paper prototype include:
it is inexpensive, it can reduce final production costs, and helps developers validate the idea as being good
What is a puzzle?
it's fun and has a right answer
How to learn game design
learning the basic concepts, practicing designing games, and playing with the games you create will give you a good sense of mechanics that do and don't work
When you buy a board game, what you take home and play is the original concept precisely as it was in the designer's head. This is known as ________ design.
lossless
Spatial Reasoning
makes the player think not only of the piece they're putting in, but also the piece they may put in, or the piece they may desperately need to put in before the whole pile goes to pot and involves the manipulation of objects, either in the mind or on the playing surface
Design counterparts to a game's components of rules > system > fun are:
mechanics > dynamics > aesthetics
Maintenance (SDLC)
operate/maintain stage
Game bits
physical items required to play the game
What are some examples of metagame dynamics?
player negotiations, discussion, alliances, online chat, and trash talking
What is good game design?
player-centric, Must communicate how the game works: What is it about? How to play? How to win? Why do I want to play? What to do? and it must create intrinsic motivation
What does the term, "IP", refer to?
pretty much anything or anyone upon whose likeness a game is built
According to the Diablo II article, the Diablo II team was consisted three main teams:
programming, character art, and background art
What are the steps of the iterative design process?
rapid prototype, playtest, revision, and repeat
What are the steps in the SDLC?
requirements, design, implementation, verification, and maintenance
Design (SDLC)
software architecture and design system stage
IP
stands for intellectual property, and is the process of creating games based for existing property
"Rule of Two"
take one of the game's values and either multiply or divide it by two would give insight into how the game's values interact with each other and what effects they have on play
What are some core dynamics of games?
territorial acquisition, prediction, spatial reasoning, survival, destruction, building, collection, chasing or evading, trading, race to the end
Verification (SDLC)
test/integrate stage
Theme
the concept of what the game is about and is this game aspect that lies outside of the mechanics and yet somehow, when chosen well, can make the mechanics feel more natural
Destruction
the flip side of the survival dynamic, or the companion side if it's a player versus player (PvP) game, is the wreck-everything-in-sight dynamic
What does it mean if game design is an iterative process?
the game is quickly prototyped, played, and refined again and again before it is finalized and it requires the understanding that no one gets it right the first try, NOT EVEN the most skilled designer
Game Mechanics
the ingredients of game design and are the rules that act upon the players, avatars, game bits, game state, and game views, and describe all of the ways to change the game state
Game Dynamics
the pattern of play that comes from the mechanics once they're set in motion by the players
Survival
the player uses whatever he/she has to survive
Game View
the portions of the game state that a player can see
What is a core dynamic of a game?
the single thing gameplay is about - the single play experience the designer is trying to convey
Avatar
the thing that represents the player in the game world and is how players mark their location in the game view
Territorial Acquisition
things are usually "zero-sum," meaning there's only so much to go around, and when it's gone. it's gone
The author of the "Bottom Up Game Design" article thought this would be a good simulation game:
traffic control
Slow Boil
when a designer is given a theme and/or setting, allow the ideas to mull over or write them down until they let a good prototype idea come to them
Trading
when players cooperate and negotiate with one another for resources
Removing a Rule
when the designer identifies the core of the game, and gets rid of rules that don't directly affect the core of the game
Changing a Resource's Availability
would force the players to think more strategically with their limited resources and would uncover new play dynamics that were never thought possible at first