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CSC 281 Final
Study for the final exam. Game design.
Term | Definition |
---|---|
Of the three game theorists Abt, Costikyan and Juul, which one does not consider rules as being a central part of his definition of a game? | Costikyan |
Name three types of Game exhaustion. | Narrative, Resource, Game World |
Which type of rule: (operational, constitutive, implicit) In Call of Duty -- a player initiates a knife melee attack whenever he or she clicks down the right control stick | operational |
Which type of rule: (operational, constitutive, implicit) in chutes and ladders -- two or more pawns may be on the same square at the same time | operational |
Which type of rule: (operational, constitutive, implicit) in golf -- play is typically called to a halt during a thunderstorm | implicit |
Which type of rule: (operational, constitutive, implicit) in chess, a knight moves either one square forward/back and two squares right/left or two squares forward/back and one square right/left | operational |
Which type of rule: (operational, constitutive, implicit) in rock paper scissors the options for player choice forms a directed graph. in this graph, each choice ties with the identical move on the part of the opponent. | constituative |
In a state mechine describing a game of tic-tac-toe what aspects of the game define the transition arcs from any one game state to it's successor states? | all possible actions! |
Games where interactions among rules combine to create intricate and complex gameplay are called games of _____. | emergence |
T/F In GM, backgrounds can have multiple rooms but a room may have only one background | FALSE |
T/F pac-man is a game of emergence | FALSE |
T/F in GM, a sprite receives events while the game executes and responds with a series of aCtions defined to handle specific types of events. | FALSE |
T/F in monopoly, the fact that a token must move 9 spaces from one corner to the next is an example of a gameplay rule | FALSE |
T/F Some new game called BLAH BLAH fantasy 12 has a strategy guide. This likely means it is a game of progression. | FALSE |
T/F Any GM object that is located in a room must have a sprite | FALSE |
What is the phrase coined by Huizinga that is used to describe the distinct state of being in an "enchanted zone" of play? | The magic circle |
In a state machine describing a game of tic-tac-toe, what information is capture in a single state? | the state of the game board (?) |
What is the primary mode of game segmentation used in Pacman? | challenge, it gets harder to play per level |
Name the six elements of caillios' definition of play and give a short explanation. | 1. rules : limitations , structure of the game 2. unproductive 3.uncertain outcome : 4. voluntary players 5. no material gain 6. realm outside the real world |
Name the four types of game segmentation. | Spatial , temporal , challenge, narrative |
Spatial segmentation | The division of the gameworld into different spaces, when this division also partitions gameplay. |
temporal segmentation | Limiting, synchronizing and/or coordinating player activity over time. (checkpoints in racing games grant more time) |
challenge | Dividing gameplay in discrete, self-contained challenging situations, which are perceived by the player as a test or trial. |
narrative | Dividing gameplay to put it at the service of the storyline of a game. |
David Partlett Game definition | ends and means |
Clark C. Apt Definition (4) | activity?; decision-makers; objectives; limiting context; |
Huizinga Def (7) | outside ordinary life; not serious; absorbing; no material gain/profit; boundaries; rules; social groups; |
Caillois (6) | free (voluntary players) , separate from real world . uncertain outcome, unproductive, rules, make-believe. |
Suits (6) | activity; voluntary ; goal; rules; inefficiency; acceptance; |
Crawford (4) | representation; interaction; conflict; safety; |
Costikyan (5) | art; decision - makers; resource management; game tokens; goal; |
Avedon & sutton-smith (5) | exercise of control systems; voluntary; contest; rules; different outcomes; |
TEXTbook def of games (6) | system; players; artificial; conflict; rules; quantifiable outcome; |
E-GEMS project and Klawe and Laurel agree on these things | computer game consoles are viewed as a male technology; wii was the first to break stereotype, first console marketed to women; computers are fairly gender neutral, with a male bias; mobile phones as a platform with female bias; |
smart phone as a game platform; unclear gendering -- why? | different genres of games; casual game on smartphone vs fps; can explore communication as a game mechanic; |
brenda laurel | Rockett's New School; creating games for women and girls; |
laurel research: what girls hate about computer games : | hate to die and start over; not interested in climbing steep learning curve just to claim mastery of something... girls hate being stuck behind obstacle or puzzle to move forward; experimental path with instant gratification; |
klawe;s findings | girls DO like puzzles and challenge; do not dumb down games for girls; ensure players don't get stuck; not interested in beating the clock; |
Gender inclusive games | design with expanded audience in mind; multiple ways of solving a problem; engaging story to make play worthwhile; options for both direct and indirect conflict; |
what was the name of the first video game to create controversy around the level of violence in the game? | death race. 1976. only about 1000 machines sold |
core game mechanic | set of actions performed over and over again |
explain how juuls notion of valorization of play relates to a game's procedural rhetoric. *the developer is able to show or enlighten the player about certain values. | valorization of play makes it so there are positive or negative outcomes depending on what a player does. procedural rhetoric is the rules or procedures within a game that can influence the actions that a character can make. |
the valorization of outcome | to not describe some possible outcomes as better than others and lets the player decide what they want to do. |
what is the only reason crawford feels justified for graphics improvements in a game | the further gameplay and improve the interactivity of the game. |
what are the core elements of a 2d platform game | jumping and platforms |
explain the distinction between challenge and conflict in crawford's definitions | people seek challenge, overcoming challenge expands the identity of a person. conflict is what makes challenge personal (drives challenge) .without conflict, a challenge is easily dealt with |
types of challenge (8) | cerebellar; sensorimotor; spacial reasoning; pattern rcognition; sequential; numerical; resource management; social reasoning; |
Name five types of conflict | verbal; physical; political; economical; performance; |
under crawford's definition of interactivity, is the game Pong high interactivity or low interactivity? | LOW INTERACTIVITY; this is because of the limited actions that the player can make. move the slider up and down. |
interactivity definition | interactivity is the amount of choices a player can make to affect the game or how much the medium listens to the player. |
procedural rhetoric definition | a way that a game can be expressive or persuasive through the procedures and rules |
emergence | simple rules combining in games that lead to variation of gameplay. |
progression | serially introduced challenge. only one path. |
define operational, constituative, and implicit rules | o = "rules of play" ; c = underlying formal structures; i = etiquette, good sportsmanship/ common knowledge |
juul game definition (6) | rules; variable and quantifiable outcome; valorization of outcome; player effort; player attached to outcome; negotiable consequences |
first SCHMUP | space invaders;Lone hero;xenophobic (us vs them) |
which schmup had the first boss | pheonix level 5 |
which schmup first had aliens dive bomb | galaxian |
schmup with scoring system with different values for formation, and double fire possible, and bonus round | galaga |
first scrolling and horizontal shooter | defender |
schmup with fuel challenge | scramble |
isometric projection shmup | zaxxon |
power up system ship | gradius |
first influential vertical scrolling shooter | xevious |
fancy narrative shmup | salamander/lifeforce, twinbee |
synchronized music and stuff schmup | rez |
violent games landmark points political and legal | 1993congressional hearings -- first game rating system. negative tone. industry need to avoid congressional hearings. ESRB a voluntary system. |
duncan moore steps | 1. concept; 2. 2D map ; 3. whitebox; 4. final level production; |