Game designers 1970-01-01
Game designers are professionals involved in the creation and development of video games. Their primary role is to conceptualize game mechanics, storylines, characters, environments, and overall gameplay experiences. Game designers work on various aspects of game development, and their responsibilities can vary based on the size of the team and the specific projects they are involved in.
Video game design 1970-01-01
Video game design is the process of creating the content and rules of a game, as well as determining how players will interact with it. It encompasses various disciplines, including storytelling, art, mechanics, user interface design, and audio, among others. Here are some key aspects of video game design: 1. **Game Concept and Mechanics**: This involves brainstorming ideas and concepts for the game, defining its objectives, rules, and interactions.
Video game gameplay 1970-01-01
Video game gameplay refers to the interactive experience provided by a video game, encompassing the mechanics, rules, challenges, and player actions within the game environment. It includes how players interact with the game, the objectives they must achieve, and the feedback they receive from the game in response to their actions. Here are some key elements that define gameplay: 1. **Mechanics**: These are the rules and systems that govern how the game operates.
Affinity space 1970-01-01
"Affinity space" is a concept used primarily in education and cultural studies to describe a social and learning environment where individuals come together based on shared interests, passions, or goals, rather than traditional institutional affiliations like schools or workplaces. The term was popularized by researcher James Paul Gee and is often applied in contexts where informal learning, collaboration, and community engagement occur.
Always-on DRM 1970-01-01
Always-on DRM (Digital Rights Management) refers to a system designed to continually verify the authenticity of software or digital content, ensuring that only authorized users have access to it. This type of DRM requires a constant internet connection to validate licenses and permissions, often checking in with a server to confirm that the user is allowed to use the content or software.
Dynamic game difficulty balancing 1970-01-01
Dynamic Game Difficulty Balancing (DGDB) is a game design technique aimed at tailoring the difficulty level of a video game in real time, based on the player's skill and performance. This approach helps to maintain an engaging and enjoyable experience by adapting challenges to keep players in a state of flow—neither too difficult (leading to frustration) nor too easy (resulting in boredom).
Emergent gameplay 1970-01-01
Emergent gameplay refers to scenarios in video games that arise unexpectedly from the interactions of the game's systems, mechanics, rules, and player creativity, rather than being pre-designed or scripted by the developers. In other words, emergent gameplay occurs when players discover new ways to interact with the game that the developers may not have anticipated, often leading to unique experiences and solutions to challenges.
Game balance 1970-01-01
Game balance refers to the process of ensuring that all elements of a game—such as characters, abilities, weapons, items, or mechanics—are designed and adjusted in a way that creates a fair, enjoyable, and challenging experience for players. Effective game balance aims to prevent any single aspect of the game from being overwhelmingly powerful or weak, which could lead to frustration or diminish the enjoyment of the game.
Game mechanics 1970-01-01
Game mechanics are the rules and systems that govern the gameplay experience within a game. They are the building blocks that define how players interact with the game world, each other, and the game's goals. These mechanics can range from simple actions to complex systems and can heavily influence the game's design, pacing, and player engagement. Some common examples of game mechanics include: 1. **Scoring Systems**: How players earn points or rewards through actions in the game.
Gameplay 1970-01-01
Gameplay refers to the specific way in which players interact with a video game, covering the mechanics, rules, and overall experience that define how the game is played. It encompasses a range of elements, including: 1. **Rules and Objectives**: The guidelines that dictate how the game operates, including the goals players must achieve, which could involve completing levels, defeating enemies, or accumulating points.
House rule 1970-01-01
The term "house rule" can refer to different concepts depending on the context: 1. **In Gaming**: House rules are informal rules adopted by a group of players that modify or replace the official rules of a game. These rules can help tailor the game experience to better fit the preferences of the group, addressing specific issues or enhancing enjoyment.
Impulse-based turn system 1970-01-01
The Impulse-based Turn System is a gaming mechanic often used in tabletop role-playing games (RPGs) and certain video games to manage turn order and actions during gameplay. This system emphasizes the spontaneity and dynamism of player actions rather than adhering strictly to a predetermined turn order. ### Key Features: 1. **Impulse Points**: Players may have a pool of points that they can spend to take actions in a turn.
Kingmaker scenario 1970-01-01
A "Kingmaker scenario" generally refers to a situation in politics, gaming, or other competitive environments where one party (the "kingmaker") holds significant influence over the selection or election of a leader or winner, despite not being a candidate themselves. This influence can be exercised through various means, such as strategic alliances, endorsements, or the ability to sway voters or other influential figures.
Lame duck (game design) 1970-01-01
In game design, a "lame duck" refers to a situation where a player or character is in a disadvantaged position and has little to no chance of succeeding in the game or scenario. This term can apply to various aspects of game mechanics, narrative, or player experiences.
Loot box 1970-01-01
A loot box is a virtual item found in video games that contains random rewards, which can include in-game items, cosmetics, currency, or other enhancements. Players typically acquire loot boxes through gameplay, completing challenges, or sometimes by purchasing them with real money. Loot boxes have become a popular feature in many games, particularly in free-to-play titles, as they provide a way for developers to monetize their games. However, they have also been subject to controversy and debate regarding their legality and ethical implications.
Lusory attitude 1970-01-01
The term "lusory attitude" refers to the mindset or approach that individuals adopt when engaging in games or play. It was popularized by philosopher Bernard Suits in his work on the philosophy of games. The lusory attitude involves accepting the rules of a game and pursuing the goals defined by those rules, all while acknowledging that these rules may be artificial or arbitrary. In essence, the lusory attitude allows players to immerse themselves in a game despite knowing that the game's context is separate from reality.
MDA framework 1970-01-01
The MDA framework stands for Mechanics, Dynamics, and Aesthetics. It is a conceptual framework used in game design and analysis to understand how different elements of a game interact and contribute to the overall player experience. The framework was introduced by Andrew Clement as a way to explore and design games more effectively. 1. **Mechanics**: This refers to the rules and systems of the game.
Popping (computer graphics) 1970-01-01
In computer graphics, "popping" refers to a visual artifact that occurs when objects or elements in a 3D scene abruptly change position, scale, or visibility in a way that is jarring or distracting to the viewer. This often happens during transformations or animations when the transition between states isn't smooth, leading to noticeable jumps or shifts.
Procedural rhetoric 1970-01-01
Procedural rhetoric is a concept introduced by Ian Bogost in his book "How to Do Things with Videogames." It refers to the way in which games, and other interactive media, can convey arguments and express ideas through their rules, mechanics, and processes rather than through traditional narrative or dialogue. In procedural rhetoric, the design of a game—how it operates and the experiences it offers—serves as a medium for persuasion.
Technology tree 1970-01-01