Java Games: Flashcards, matching, concentration, and word search.

Video Game Design Chapter 3

AB
Time IntervalTime-dependent elements that affect the pacing of the game.
Turn-BasedEach player takes a turn with unlimited time.
Real-TimeNo interval between turns, there are no turns at all.
Time-LimitedCompromise between turn-based and real-time games.
Two-Player ModeAlso known as "head-to-head".
Local MultiplayerAll players sit in the same space and play the game on the same machine.
LAN-Based MultiplayerAllow players to share the game on a local area network (LAN) without sharing the screen or input device.
Game GenreCategories based on a combination of subject matter, setting, screen presentation/format, player perspective, and game-playing strategies.
Action GenreThe goal involves quickly destroying your enemies, while avoiding being destroyed yourself.
Platformers Action Sub-GenreFocuses on players moving quickly through an environment - often jumping and dodging to avoid obstacles, and sometimes collecting items along the way.
Shooters Action Sub-GenreFocuses on combat between a player and the other characters in the game world.
First-Person Shooter (FPSs)Cannot see his or her character onscreen.
Third-Person ShooterAllows players to see their characters, along with the rest of the game world.
Racing Sub-GenreUse first-person or third-person perspective, involves the player's vehicle (usually a racecar) racing one or more opponents on a variety of roads or terrains.
Fighting GenreThese games are often viewed from a side perspective.
Adventure GenreImportant quality of this genre is the illusion of freedom. Characteristics are exploration, collecting, puzzle-solving, navigating mazes, and decoding messages.
Action-Adventure GenreThe only hybrid genre that has distinguished itself as an accepted genre in its own right.
Role-Playing Games (RPGs)Characterized by containing strong storylines and contain player-characters that improve throughout the course of the game.
SimulationsAttempt to replicate systems, machines, and experiences using real-world rules.
StrategyTheir origin comes from classic board games such as chess, where players are required to manage a limited set of resources to achieve a particular goal. Most take place in a military setting.



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