Game Design Review

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How many parameters should you modify at a time?

1

What is the preferable height for text display on screen?

16 pixels

Being able to move in only 2 dimensions and between layers defines what kind of spatial dimensionality?

2.5D

Being able to move in only 2 dimensions defines what kind of spatial dimensionality?

2D

Being able to move in 3 dimensions defines what kind of spatial dimensionality?

3D

How many types of immersion are listed in the book?

4 types

Being able to move in 3 dimensions and between layers defines what kind of spatial dimensionality?

4D

How many categories of social mechanics were listed in the book?

7

How many tools work to establish atmosphere?

7

What defines a symmetric game?

A PvP game where all players start with the same resources

What is Frustrated Author Syndrome?

A game designer would rather be an author or movie director and makes rigid linear stories with long cut scenes.

Which of the following is NOT true of a Dominant Strategy.

A player using a dominant strategy will always win.

Match Label with its Name

A: Player B: Core Mechanics C: Gameplay Mode D: User Interface E: Gameplay F: Camera Model G: Interaction Model H: Actions I: Challenges J: Inputs K: Outputs

(1) difficulty is the difficulty of a challenge, taking into account both the (2)(3) required and the (4) on the player, as compared to the trivial case of a similar challenge.

Absolute, Intrinsic, Skill, Stress

When you (1) some aspect of a complicated system, you remove a more (2) and (3) version of that aspect or function and replace it with a less [2] and [3] version or no version at all. This makes the game less (4) but (5) to play.

Abstract, Accurate, Detailed, Realistic, Easier

An (1) challenge is a challenge to the player that requires (2)(3) to implement and determine whether the player has overcome it.

Active, Special, Mechanics

The player should be rewarded for what?

All of these choices

What is the purpose of a scripted conversation?

Allowing seemingly intellectual conversations with NPCs

Which of Campbell's archetypes is described as "plays a foil to the hero, reveal his dimensions"?

Ally

What are the 4 considerations that mechanic designers need to think about the effects of landscape features? 1. _____ _____ 2. _______ 3. _______ 4. _______ to _______

Altitude Advantage, Protection, Concealment, Obstacles, Movement

What do you call an input device that can return a value from a range of many possible values?

Analog Device

________ time is the term for "time that seems to move at different speeds in different parts of the game"?

Anomalous

The sixth domain is (1) to (2) .

Attitudes, Storytelling

When you (1) a process, you (2) it from the player's control and let the (3) handle it for the player.

Automate, Remove, Computer

Which of the following interaction models match the description "player's actions consist mostly of controlling a single character in the game world."

Avatar-based

Which of the following breaks the rule of "All the factual knowledge required to win the game should be contained within the game."?

needing to do research outside of the game world to win a game

Which term is defined as follows: "A phenomenon of the game's balance such that successful player actions make subsequent challenges more difficult and unsuccessful actions make them easier. It has the property of keeping the game's difficulty constant."?

negative feedback

You should vary the what of the level?

pacing

Which of the following are true of a "story as a series of challenges or choices"? Select all that apply.

plot advances when the player makes a decision, plot advances when the player meets a challenge, jerky storytelling, coarse granularity

What do you call an input device that can return only two specific signals?

Binary Device

This is (1): You assume that if group A likes a thing, everyone outside that group won't like it. It's (2) reasoning and may actually cause you to (3) part of your potential (4).

Binary Thinking, Unsound, Lose, Customer Base

What gets defined in the Physical Dimension?

Boundaries, Size & Scale, Spatial Dimensionality

A (1) story is an (2) story whose (3) is (4) by the designer but may take (5) paths as a result of (6) the player takes.

Branching, Interactive, Plot, Preplanned, Alternative, Actions

Which of the following is NOT one of the 3 major kinds of progression?

progress through machination

When the player surmounts a challenge that consumes their resources, what should you do?

provide more resources

What is the purpose of an artificial opponent?

put up a good fight and then lose

A level 5 knight finds it easier to kill a large monster than a level 1 knight because of what concept?

relative difficulty

When the player has to make a decision, what should be clear?

risks, rewards, and consequences

What is the input value for a random-number generation algorithm called?

seed

What are the most common offered customizations according to the book?

swap left and right mouse buttons, inverted axis (swapping up and down control on a joystick)

What takes precedence over the background?

the foreground

Which of the following breaks the rule of "A stalemate should not occur."?

the player passes through a one-way door without the item needed to win the game

The player should be clearly informed about what?

their short-term goals

The early levels of a game should be what?

tutorial levels

If you know how to program even a little bit, you can write pseudo-code to document processes that you need to explain extremely (1) . Pseudo-code includes the (2) and (3) statements that indicate conditional or repeated operations but without exact variable names or the other (4) features of a real programming language. Pseudo-code can be handy in circumstances that call for (5) explanations, which is why potential designers should benefit by taking at least (6) class in programming. It doesn't much matter what language you study, as long as it includes the concepts of (7) and (8) execution.

Carefully, If, While, Syntactic, Precise, One, Conditional, Repeated

Gameplay: the (1) presented to a player and the (2) the player is permitted to take, both to overcome those [1] and to perform other enjoyable (2) in the game world.

Challenges, Actions, Actions or Activities

What can a player do while in a shell menu?

Change Audio or Visual Settings, Load or Save a Game, Reconfigure Input Devices

A fictional (1) in a game with whom the player (2) as the (3) of themselves with in the game world. The [1] need not be (4); it may even be a (5).

Character, Identifies, Personification, Human, Vehicle

Every (1) or (2) in a game must have a (3) reason for (4) . If a [2] is simply a more (5) version of another one, make it more (6) , or make it an (7) that is not initially available. This is called [2](8) .

Character, Unit, Unique, Existing, Powerful, Expensive, Upgrade, Orthogonal, Differentiation

Select Kaye Elling's Five Cs.

Characterization, Customization, Creativity, Control, Context

Which of the following is an example of positive feedback?

Completing a challenge earned you a point which can be used to learn or improve a combat skill

A (1) entity is an entity made up of (2) than (3) datum.

Compound, More, One

An asymmetric game is where the players do not start with identical (1) , do not play by the same (2) , or do not seek to achieve the same (3) .

Conditions, Rules, Victory Conditions

Which of the following interaction models match the description "player answers questions and make decisions."

Contestant

Match the mechanic to its name. Converts one or more resources into one or more other resources: Exchanges resources for other resources: Permanently removes resources from the game world without introducing anything in exchange: Introduces resources into the game world without requiring anything in exchange:

Converter, Trader, Drain, Source

What defines a discrete space?

Deiscrete spaces are made of defined spaces.

Unless you're designing a trivially simple game, you won't get everything perfectly right in your (1)(2) , because you won't be able to (3) the effects of all your mechanics in your head. Designing core mechanics (and just about everything else in a video game, too) requires (4)(5) . Create a first draft of your mechanics and then build a (6) that implements them, either in a (7) prototype that you can play on a (8) , in a (9) , or in (10) . It is more important to be (11) in your documentation than it is to be (12) .

Design, Document, Compute, Iterative, Refinement, Prototype, Paper, Tabletop, Spreadsheet, Software, Clear, Accurate

The Level Design Process Step 1) (1) to (2)[1] (3) Step 2) (4) Phase Step 3) (5) Step 4) [2] Review Step 5) [2] Refinement and Lock-Down Step 6) [2] [1] to (6) [3] Step 7) First [6] and (7) Pass Step 8) [6] to [2] [1] [3] and Review Step 9) (8) Integration Step 10) (9)Fixing Step 11) User (10) and Tuning

Design, Level, Handoff, Planning, Prototyping, Art, Rigging, Content, Bug, Testing

Which of the following is NOT a main point of a art-driven game?

Designer Spends Most the Time on Player Experience

Complete the statement (missing words may be phrases, ie there can be more than one word per slot): "The (1) controls four key factors that create (2) : (3) required, (4) , (5) provided by the game, and (6) experience. The major factors the designer cannot control but can design for are (7) experience, native (8) , and (9) distractions."

Designer, Perceived Difficulty, Intrinsic Skill, Stress, Power, In-game, Previous, Talent, Environmental

Which of the following interaction models match the description "mimics a computer."

Desktop

What gets defined in the Environmental Dimension?

Detail, The Physical World, Style & Mood, Cultural Context, Non-Player Characters

You can design core mechanics at any level of (1) , but there are (2) . If you document the core mechanics (3) , with no detail left unaddressed, the programmers can turn your mechanics directly into (4) very quickly. The problem at the opposite end of the spectrum, leaving too much (5) , is almost as bad. Either the programmers will have to come and ask you for further (6) , which slows them down, or they will make their best guess for themselves.

Detail, Tradeoffs, Minutely, code, Unclear, Details

Which of the following are examples of two-dimensional input devices?

Directional Pads, Touch-Sensitive Devices, Joysticks, Mouse

A game of (1) is a game that arises from the operation of its (2) rather than (3) events established by the (4) .

Emergence, Mechanics, Preplanned, Designer

Select the 4 factors listed in the book that affect how much and what kind of a story a game should have.

Emotional Richness, Length, Characters, Degree of Realism

What gets defined in the Emotional Dimension?

Emotions of the Game World, Player's Emotions

What are the designer's two duties in player-centric game design?

Empathize and Entertain

A way of (1) the (2) of a (3) by running the [3](4) or (4) of times with (5)(6) , and analyzing the results (7) to see if they are within acceptable

Evaluating, Performance, System, Hundreds, Thousands, Random, Inputs, Statistically

An (1) is a specific change that happens once when (2) by a (3) and doesn't happens again until [2] again.

Event, Triggered, Condition

Video games normally tell the player directly about some challenges, called (1) challenges, and leave them to discover others on their own, which are called (2) challenges.

Explicit, Implicit

Match the example to the term that best describes it. Stone is needed to build a Stonecutter's Hut, which produces Stone: Workers at the Farm produce Food. Food in the Village produces Workers for the Farm: There isn't enough Minerals to create a SCV which mines Minerals:

Feedback Loop, Mutual Depender, Deadlock

A (1) story is where the branching plot lines eventually (2) to an (3) event that the player will experience (4) of their choices before branching out again.

Foldback, Return, Inevitable, Regardless

Granularity is the (1) with which the game presents (2) elements to the player.

Frequency, Narrative

Which of the following is NOT a main point of a market-driven game?

Game Follow a Designer's Vision

Match the description with the type of mechanic. Operates throughout the whole game: Operates in a particular gameplay mode: AI of an individual NPC at the market: Mechanics of controlling a car in a racing game with multiple gameplay modes:

Global Mechanic, Core Mechanic, Mechanic, Core Mechanic,

Which of the following are examples of three-dimensional input devices?

Global Positioning System, Accelerometer,

Which of Campbell's archetypes is described as "provide essential tests to prove commitment and worth"?

Guardian

Match the Five Factor Model attribute to its Domain of Play. Agreeableness: Conscientiousness: Extraversion: Neuroticism: Openness to Experience:

Harmony Challenge Stimulation Threat Novelty

Which of Campbell's archetypes is described as "issues challenges and announce the coming of significant change"?

Herald

Which of Campbell's archetypes is described as "the central character, gives us a window into the story"?

Hero

Secondary or (1)(2) that lie behind the apparent [2] of goods or services is called (3)[2].

Hidden, Costs, Shadow

Which of the following is NOT a main point of a technology-driven game?

Hot Technology is Enough to Guarantee Success

Which of the following responsibilities belong to Core Mechanics instead of Level Design?

How the challenges work

Match Each Character with its Character Physical Type. C3-P0 R2-D2 Crash Bandicoot Groot Mermaid

Humanoid Nonhumanoid Humanoid Humanoid Hybrid

Kratos and Lara Croft are examples of what type of characters?

Hypersexualized

The act of saving a game takes place outside the game world and, as a consequence, stopping play to save the game harms the player's (1). The essence of a story is (2) tension, and [2] tension requires that something be at (3). Reloading a game with a (4) story line affects the player's experience of the story because if she can alter the future by returning to the past and making a different decision, nothing really hands in the balance.

Immersion, Dramatic, Stake, Branching

What are the 3 principles of aesthetics?

Immersion, Emotional Resonance, Harmony

An (1) resource is a resource that does (2) occupy (3) in the game world or has to be managed as a (4) object.

Intangible, Not, Space, Physical

(1) is the means by which the (2) projects their will into the game world, which is facilitated by the (3) .

Interaction Model, Player, User Interface

What is the reason that you should offer difficulty modes in your game, according to the book?

It will sell more games

A pause menu for a sports game lets you make strategic adjustments, where does this mode fall?

It's a gameplay mode because strategic adjustments affect the game world.

Reward in a [meaningful, large, small, minor] way, punish in a [meaningful, large, small, minor] way.

Large, Small

Which of the following is NOT a main point of a license-driven game?

License Alone is a Guarantee of Success

Which of the following matches the definition: "A series of episodes in a long-running, but ultimately limited, story. Plot lines may carry over from one episode to another, and there will be one major plot thread across the entire series as well."

Limited Series

Match the Episodic Delivery Method with its Picture.

Limited Series Serials Unlimited Series

Match the quality to the type of story. Require Less Content Simpler Storytelling Engine Less Prone to bugs and Absurdities Allows Player Agency Capable of Greater Emotional Power

Linear Stories Linear Stories Linear Stories Nonlinear Stories Linear Stories

"Windowed" or "Full-Screen with HUD" are examples of what?

Main Views

A user interface that offers (1) options to the player at once making them (2) to use at the cost of being (3)-consuming to learn and (4) to (5) players is called a (6) interface.

Many, Quick, Time, Daunting, New, Broad

Which of the following statements describe a resource?

Marbles in general

Which of Campbell's archetypes is described as "provides motivation, insights and training or equipment"?

Mentor

What are the 3 main types of Feedback Elements?

Mini Maps, Color, Indicators

Choose the function that does NOT belong to core mechanics.

Monitor the machine's resources and generate bug reports

Tactical maneuvering is about the challenges associated with (1) units through a (2) , usually a [2] that (3) other units that are both (4) and (5) .

Moving, Space, Contains, Mobile, Hostile

What is the competition mode name for "everyone for themselves"?

Multiplayer Competitive

What is the competition mode name for "all of us together"?

Multiplayer Cooperative

Label Each Game Avatar as a Specific or Nonspecific Avatar. Gordon Freeman (Half-Life) Nancy Drew Max Payne April Ryan (The Longest Journey) Lara Croft (Tomb Raider) Mario

Nonspecific Specific Specific Specific Partially Characterized Partially Characterized

A (1) relationship is a relationship between entities defined in terms of (2) and (3) operations. The values of (4) entities cannot be added together or otherwise manipulated (5) . You must specify all the states that a [4] entity may represent, and the relationships among them, without (6) .

Numeric, Numbers, Arithmetic, Symbolic, Mathematically, Equations

What is the acronym for the Five Factor Model?

OCEAN

Which of the following interaction models match the description "player can act upon several different parts of the game world at a time."

Omipresent

Characters that have a single variable that describes an emotion that changes over time are an example of what kind of dimensionality?

One-Dimensional

Which of the following is NOT true about the role of the storytelling engine?

Oversees the player's progress through the game's challenges.

The (1) of a game is the rate at which the player is obliged to (2) with the game; the (3) at which the game presents (4) .

Pace, Interact, Speed, Challenges

Which of the following interaction models match the description "small groups of characters generally remain together, usually point-and-click navigation with aerial perspective."

Party-based

A (1) challenge is a challenge presented to the player by a (2)(3) , that does not require (4) mechanics to implement.

Passive, Static, Obstacle, Extra

(1) is an (2)(3) technique for finding a (4) from one point in a landscape to another while avoiding (5) along the way.

Pathfinding, Artificial, Intelligence, route, Obstacles

Learn to recognize (1) in your ideas from your game and to convert them into (2) systems rather than trying to document dozens of (3) cases. By designing general [1] rather than [3] cases, you can more easily understand how you game will really (4) , and you will also make it (5) for the programmers to program it.

Patterns, Generalized, Individual, Work, Easier

(1) difficulty is the player's actual (2) of how hard a challenge is to overcome. It takes into account four factors: (3)(4) required, (5) , (6)(7) by the game, and the player's (8)(9) at surmounting similar challenges.

Perceived, Perception, Intrinsic, Skill, Stress, Power, Provided, In-game, Experience

Select the 5 types of mechanics.

Physics, Internal Economies, Progression, Tactical Maneuvering, Social Interaction

What are the 4 essential elements of a game?

Play, Pretend, Goal, Rules

Identify the name of each part. A. B. C. D. E. F. G. H. I. J. K.

Player User Interface Outputs Inputs Narrative Events In-Game Events Player Events Storytelling Engine Core Mechanics Level Design Data Triggers

What gets defined in the Ethical Dimension?

Player Behavior, Morals, Portrayals of Violence, Conflict or Competition

Select all the parts of the definition for intrinsic skill.

Player has unlimited time, Regardless of the player's actual abilities, Level of skill needed to surmount a challenge

Which of the following are true of a "story as a drama"? Select all that apply.

Plot Advances at its own Pace, Story Takes Place in Real time

Which of the following is NOT an example of an entity?

Points in a sports game (not belonging to a team)

Which of the following are examples of one-dimensional input devices?

Pressure-Sensitive Button, Slider, Keyboard, Knob, Controller Button, Compass

A (1) refers to a (2) of activities that, once (3) , continues until (4) .

Process, Sequence, Initiated, Stopped

A game of (1) is a game in which the player is presented with a (2) sequence of the challenges (or possibly variety of sequences), ordered by the (3) .

Progression, Predesigned, Designer

What are the 10 commonly used challenge categories?

Races and Time Pressure, Conceptual Reasoning and Lateral Thinking, Factual Knowledge, Pattern Recognition, Logic and Mathematical, Memory, Physical Coordination, Exploration, Conflict, Economic

(1) is a continuous scale upon which the game's relationship to the real world is measured. One the end of the score is (2) (little or no relationship); the other end is (3) (very close relationship). Different aspects of the game may have their own levels of (1), which combine to form the game's overall level of (1).

Realism, Abstract, Representational

Which of the following is NOT a main point of a designer-driven game?

Relies on People's Collective Wisdom

An economy is a system in which (1) and (2) are (3) , (4) and (5) in (6) amounts.

Resources, Entities, Produced, Consumed, Exchanged, Quantifiable

Which of the following are the 3 step of Core Mechanics Design in the correct order?

Revisit your earlier design work, List your entities and resources, Add the mechanics

What is the intransitive relationship game example first mentioned in the book?

Rock-Paper-Scissors

What are the 5 Pitfalls of Level Design? 1) (1) Carefully 2) Avoid (2) Non (3) 3) Make (3) Levels (4) 4) Don't (5) the Player (6) at (7) 5) (8) Lose (9) of Your (10)

Scope, Conceptual, Sequiturs, Atypical, Optional, Show, Everything, Once, Never, Sight, Audience

(1) is a term referring in a general way to the total amount of (2) required to (3) and (4) an entire (5) or one (6) of a game. This includes building and integrating all the assets and all the code and testing the result.

Scope, Work, Build, Test, Game, Level

(1)-oriented steering is when the player moves the joystick up and the avatar moves to the top of the screen. (2)-oriented steering is when the player moves the joystick up and the avatar moves forward.

Screen, Avatar

A user interface that presents options in a hierarchy or (1) of (2) , making them relatively (3) to find at the cost of being (4) to use for (5) players is called a (6) interface.

Sequence, Menus, Easy, Slow, Experienced, Deep

Which of the following matches the definition: "A series of episodes in an indefinitely long story with a consistent world, in which plot lines continue from one episode to the next."

Serials

Which of Campbell's archetypes is described as "sole purpose is to challenge the hero, flare up their deepest trauma and guilt"?

Shadow

Which of Campbell's archetypes is described as "characters who aren't what they seem, or who change constantly"?

Shapeshifter

Match the genre to its specific level design principle. Reward precision and timing Vary the pace Reward planning Offer opportunities for character growth and player self-expression Verisimilitude is vital Offer an interesting variety of initial conditions and goals Construct challenges that harmonize with their locations and the story Give the player clues about the correct solution state and his progress toward it Reward skillful maneuvering

Shooter Action and Arcade Strategy Role-Playing Sports Construction and Simulation Adventure Puzzle Vehicle Sims

Here are three entities. Which type of entity best describes each of the following? A. Points Scored B. Wind C. Avatar

Simple Entity Compound Entity Unique Entity

A (1) entity is an entity containing a (2)(3) , such as a (4) or a (5) value.

Simple, Single, Datum, Number, Symbolic

What is the competition mode name for "me vs. the situation"?

Single-Player

Select the 10 camera models listed in the book.

Single-scree, Painted background, Top-scrolling, Third-person, Isometric, Context-sensitive, Top-down, First-person, Free-roaming, Side-scrolling

The most elegant games operate with the (1) number of rules. Some of the greatest games are those whose mechanics are extremely (2) yet still manage to offer interesting variety. Simple games are easier for players to (3) , and that gives simple games a (4) appeal than complicated ones.

Smallest, Simple, Learn, Broader

Complete the 6 responsibilities of a level designer. (Some blanks may be multiple words) The (1) in which the game takes place The (2) of the level The set of the (3) player will face within the level The (4) of the level The (5) between the (6) and the game's (7) , if any The (8) and (9) of the level

Space, Conditions, Challenges, Termination, Interplay, Gameplay, Story, Aesthetics, Mood

A first-person shooter that requires a player find a hidden switch to open the level exit after all the opponents have been killed is an example of what?

Stanation

A symmetric game is where all players begin with the same (1) , are trying to achieve the same (2) , and play by the same (3) .

Starting Conditions, Victory Conditions, Rules

Which of the following is NOT a reason to include a story in a video game?

Stories make a game cheaper to develop.

What are the 7 things serious games are used for?

Study, Health, Stimulation, Growth, Training, Persuasion, Education

Head-up display is the technique of displaying indicators (1) on the (2) view in a user (3) rather than in a separate (4) of their own. Often shortened to (5).

Superimposed, Main, Interface, Window, HUD

Which 3 of the following statements describe core mechanics?

Symbolic and Mathematical Model of the Game's Rules, Can be Implemented Algorithmically, Rules that Operate Throughout the Whole Game

Core mechanics are a (1) and (2) model of the game's (3) that can be implemented (4) ; specifically, those [3] that operate throughout the whole game. Mechanics that are created specifically for use in (5) levels, or that control the behavior of (6) non-player characters that are not always present, are not considered core mechanics.

Symbolic, Mathematical, Rules, Algorithmically, Particular, Individual

A (1) resource is a resource the represents (2) objects that exist in the game world, usually take up (3) , and can be (4) or (5) there.

Tangible, Physical, Space, Stored, Transported

What is the competition mode name for "us vs. them"?

Team-based

Character that have conflicting impulses that produce inconsistent behavior are an example of what kind of dimensionality?

Three-dimensional

What element adds stress to the game?

Time Pressure

What gets defined in the Temporal Dimension?

Time's Effect on the Game World, Variable Time, Anomalous Time, Time Scale, Time's Effect on the Avatar

In the hierarchy of challenges, which tier(s) are explicit challenges?

Topmost Challenge, Bottommost Challenge (s)

Which of Campbell's archetypes is described as "symbolizes change and the futility of the status quo"?

Trickster

What is the competition mode name for "you vs. me"?

Two-Player competitive

Character that have multiple non-conflicting impulses are an example of what kind of dimensionality?

Two-dimensional

An (1) entity is an entity describing an (2) , (3) or (4) of which there is only (5) example in the game world.

Unique, Object, Character, Datum, One

Which of the following matches the definition: "A series of story episodes set in a consistent world, each of which is self-contained so that the series may go on indefinitely and the episodes may be view or read in any order."

Unlimited Series

The way a character speaks conveys an enormous amount of information. What are the 5 vocal elements listed in the textbook?

Vocabulary, Delivery, Accent, Vocal Quirks, Grammar and Sentence Construction

What is the flow state?

When player abilities balance the difficulty of the challenges

What does it mean to create a game that is gender inclusive?

Your game avoids material that offends

Characters that have binary emotional states with no mixed feeling are an example of what kind of dimensionality?

Zero-Dimensional

Which of the following breaks the rule "the game should not require the player to meet challenges not normally presented in the game's genre."?

a formal logic puzzle in a flight simulator

Which of the following are true of a "story as a journey"? Select all that apply.

allows the player to control the pace, advances the plot based on the avatar's arrival, automatically provides novelty

What is the name for the lowest-level of challenges in the hierarchy of challenges?

atomic challenge

Conceptual non sequiturs should be what?

avoided

The ______ _______ is how the player view the game world.

camera model

Choose the 5 requirements for a good story.

credible, coherent, not arbitrary, not repetitive, dramatically meaningful

Which of the following terms is defined as: "A structure documenting player dialogue choices and non-player character responses to those choices in a scripted conversation that can be drawn on paper in a diagram that looks rather like a tree."?

dialogue tree

If relative difficulty is flat, the perceived difficulty will do what?

go down

Which of the following is NOT an example of a complete condition?

if [condition] then do not [execute an event, or start or stop a process]

Which of the following breaks the rule "The player should not suddenly lose the game without warning and through no fault of their own."?

learn-by-dying games


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