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

Unit 3: Game Design, Culture, and Play

AB
Casual PlayerThe average game player as opposed to hard-core players
Closed Game SystemThe rules of the game are a closed environment where there is no outside exchange
Cooperative PlayInvolves two or more players who cooperate against the game system
Formal Game ElementsThe parts of a game including the players, objectives, procedure rules, probability, resources, conflict, and boundaries
Hard Core PlayerA person who plays games over many long sessions and has a desire to extend existing games creatively. These players have higher frustration levels
Implicit RulesRules that are unwritten and unbinding. These rules are usually stated at the beginning of the game. Good sportsmanship is an example
MetagameRefers to the game beyond the basic game. Features tactics that lie outside the intended game use that exploits errors in programming
MMOGMassively Multiplayer Online Game consisting of thousands of players from around the world playing at the same time
MMORPGMassively Multiplayer Online Role-Playing Game
MMORTSMassively Multiplayer Online Real-Time Strategy game
MMOFPMassively Multiplayer Online First-Person shooter game
Multilateral CompetitionA game structure in which three or more players directly compete. This pattern is typical of multiplayer games such as board games
Open game systemA game environment consisting of a group of players across several games and many different game sessions
Unilateral CompetitionWhere two or more players compete against one player. An example would be dodge ball.
Virtual RealityThe simulation of reality through technology
Formal Game ElementsThe parts of a game that include the players, objectives, procedure rules, probability, resources, conflict, and boundaries
CaptureThe objective is to take or capture something of the opponent’s while avoiding being captured or killed
ChaseThe objective is to catch or elude an opponent
RaceThe objective is to reach a goal—physical or conceptual—before the other players
AlignmentThe objective is to arrange your game pieces in a certain spatial configuration or create conceptual alignment between categories of pieces
Rescue or EscapeThe objective is to get a defined unit or units to safety.
Forbidden ActThe object is to get the competition to “break the rules” by laughing, talking, letting go, making wrong moves, or doing something they shouldn’t
ConstructionThe object is to build, maintain, or manage objects.
ExplorationThe object is to explore game areas—usually combined with a competitive objective
Explicit RulesRules that control the formal structure of the game. These rules are written on the instruction page
Implicit RulesRules that are unwritten and unbinding. These rules are usually stated at the beginning of the game. Good sportsmanship is an example
Progressive ActionThe procedures that define how the players move through the game such as select a card off of the top of the deck or players taking turns
Resolving ActionProcedures that help to bring a conclusion to the game and includes how much health a player has or how many points are needed to advance to the next level
Starting ActionThe procedures that get the game into play such as shuffling the cards or the distribution of money
Circlethe set of all points in a plane that are the same distance from a given point called the center
Circumferencethe distance around a circle
Chorda segment whose endpoints are on the circle
Diameter of a circlea chord that passes through the center of a circle
Radius of a circlea segment whose endpoints are the center of a circle and a point on the circle; the distance from the center of a circle to any point on the circle
Experimental or Empirical Probabilityis based on repeated trials of an experiment or # of Successes / # of Trials
Probabilitythe randomness that is built into the game. Examples of ways to add randomness would be the use of dice, spinner, shuffling a deck of cards, assigning health, or the use of a random number generator
Theoretical Probabilitythe ratio of the number of favorable outcomes to the number of possible outcomes if all outcomes have the same chance of happening
ActionsMoves or turns in a game. Classified as a resource.
Closed Game SystemThe rules of the game are a closed environment where there is no outside exchange
Formal Game ElementsThe parts of a game that includes the players, objectives, procedure rules, probability, resources, conflict, and boundaries
MetagameRefers to the game beyond the basic game. Features tactics that lie outside the intended game use that exploits errors in programming
Open game systemA game environment consisting of a group of players across several games and many different game sessions
Scarcitythe limit of a resource in a game. Scarcity is accomplished by purchase price, the cost of time to locate them or the risk involved in fighting off monsters or other protective methods.
UnitToken that represents a player in a game.
Utilitythe purpose of a game resource in the game
Clearingallows the player to clear up a situation or set of obstacles such as clearing up blackened areas to reveal what is underneath
Collectionallows the player to collect something or complete a set. Earning points is an example of a collection.
Decision TreeA map showing all of the possible choices involved in a game.
Game mechanicsthe set of rules that provide an enjoyable game play experience
Games of choicesingle player games where the outcome is mostly a product of probability
Games of skillusually single player games where the outcome of the game is solely a result of player choices
Games of strategyinvolve more than one player where competition is the main factor.
Mental FunGames that improve our mental skills and intelligence
Multipurpose FunGames that are a combination of physical, social, and mental fun
Non-Zero Sum GameA game where individual players neither win nor lose, but creates a situation where all of the players (team) can benefit
Physical FunGames where movement plays a significant role such as dancing or hand-eye coordination.
Social FunGames that use storytelling and tap into the human desire for social interaction
Zero-Sum GameA game between two players that results in only one player winning. The player who wins is assigned +1 point and the player who losses is assigned -1 point. The sum of the points of both players equals 0. Examples include Tic-Tac-Toe, checkers, and chess.
Game Genreused to categorize video games based on gameplay interaction, atmosphere, and various other factors. A video game genre is defined by a set of gameplay challenges


Raleigh, NC

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