MDIA 1020 Unit 6 Game Design || with 100% Correct Answers.
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MDIA 1020 Unit 6 Game Design
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MDIA 1020 Unit 6 Game Design
Ascending to the next level, obtaining new equipment or skills, and adding points to the leader board are all examples of what?
Consequences
Objectives
Rewards
Tasks correct answers Rewards
True or False: The world you're building needs to be believable and tell a story t...
MDIA 1020 Unit 6 Game Design || with 100% Correct
Answers.
Ascending to the next level, obtaining new equipment or skills, and adding points to the leader
board are all examples of what?
Consequences
Objectives
Rewards
Tasks correct answers Rewards
True or False: The world you're building needs to be believable and tell a story that supports the
goals of the game.
True
False correct answers True
What is another term for the AGENCY in a game?
The game's pillars
Player choice
Player immersion
Risk versus reward tradeoff correct answers Player Choice
According to Phil Campbell the first step in game design is "complete immersion in the
material." This is also known as:
Familiarity and Analysis
,Creative Brainstorming
Research and Saturation
Gameplay Simulation correct answers Research and Saturation
True or False: For serious games, instructional design should take place after designing the
gameplay has been completed — to avoid gameplay that fails to support your project's
objectives.
True
False correct answers False
Fill in the blank: Choices should have real (blank) . If either choice A or choice B leads to the
same result, then these are pointless choices. In addition, the (blank) should have some weight
and meaning.
Answers
Rewards
Options
Consequences correct answers Consequences
The study of games from social science, humanities, and engineering perspectives is known as:
Trick question: there are three separate names (one for each discipline)
Tri-Gamification
Game Theory
Ludology correct answers Ludology
What is another way to say "The rules of the world?"
, Gameplay
Game Mechanics
Object Interactions
Rewards and Progress correct answers Game Mechanics
Fill in the blank: Phil Campbell uses the metaphor of a golf course to give structure to the game
design ideas. In this metaphor: The game he's designing (no matter what it is about) can be
thought of as a round of golf, he says. He gives the player a bag of golf clubs to play with, and
those clubs are the (blank) of the game. In a fantasy game, they may be a variety of weapons and
spells (invisibility, stealth) as well as tools for climbing and building.
Entertainment Value
Tools
Mechanics
Goals correct answers Tools
Fill in the blank: Phil Campbell uses the metaphor of a golf course to give structure to the game
design ideas. In this metaphor: The game he's designing (no matter what it is about) can be
thought of as a round of golf, he says. The players know the (blank) of the game: to get the ball
from the tee, onto the green, and into the hole.
Goal
Mechanics
Purpose
Agency correct answers Goal
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