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CSI 1337 GAME DESIGN EXAM 1 TERMINOLOGY QUESTIONS AND ANSWERS $9.00   Add to cart

Exam (elaborations)

CSI 1337 GAME DESIGN EXAM 1 TERMINOLOGY QUESTIONS AND ANSWERS

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CSI 1337 GAME DESIGN EXAM 1 TERMINOLOGY QUESTIONS AND ANSWERS

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  • September 24, 2024
  • 45
  • 2024/2025
  • Exam (elaborations)
  • Questions & answers
  • GAME DESIGN
  • GAME DESIGN
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51 Multiple choice questions

Definition 1 of 51
randomly pick a side, other player could catch onto your strategy otherwise

Playing for pennies optimal strategy

Artificial stupidity

Different kinds of enemy behaviors

Requirements for a game

Definition 2 of 51
perfect and imperfect information

Types of information in games

Perfect information

Games of emergence

Types of feedback systems

Definition 3 of 51
players: cutter or chooser
strategy: cut even or one larger; choose small or large piece

Formal system

Cake division problem


Qualities of rules

System

,Definition 4 of 51
challenges are presented serially, by way of special case rules

Game theory


Examples of randomness

Context of meaning


Games of progression

Definition 5 of 51
being discernible and integrated

Types of information in games

Challenges for games of progression

Challenges for games of emergence


Meaningful play is described as

Definition 6 of 51
result of game actions is communicated to the player in a perceivable way (e.g. asteroids)

Integrated gameplay

What is a game?


Discernible gameplay

Game theory

Definition 7 of 51
player and designer build up means of interaction and trust

Context of Meaning


Qualities of Rules

Experimental System

Games of Progression

,Definition 8 of 51
only has meaning within game

Neutral system


Modulated system

Closed system

Open system

Definition 9 of 51
- what happened before the player was given the choice?
- how is the possibility of choice conveyed to the player?
- how did the player make the choice?
- what is the result of the choice? How will it affect future choices?
- how is the result of the choice conveyed to the player?

Is there any cooperation in competitive games?


Failure States in games related to choice

Challenges for games of progression

Can you have meaningful play without uncertainty?

Definition 10 of 51
the rules and concepts that formally specify the game-as-system

Aesthetics

Construction


Dynamics

Mechanics

, Definition 11 of 51
the emotional responses evoked by the game dynamics

Aesthetics


Idealism

Mechanics

Dynamics

Definition 12 of 51
games are inherently inefficient

Lusory attitude

Prelusory goals

The goal

Lusory principle

Definition 13 of 51
snowball effect; keeps feeding on itself; leads to divergent behavior; magnifies early
successes

Positive feedback

Risk


Negative feedback

Constructive criticism

Definition 14 of 51
systems of rules ( just how to play the game)

Formal system


Cultural system

Experimental system

Expert system

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