Title: EXAM2
Course: RITA MC - GAME DESIGN > Section: Module 2

Q: Commercial games often have developers who devote all their time to creating the ______________ for the game.
- framework
- back-end
- front-end
- none of the above
- all of the above
A: front-end

Q: _________ refers to the part of the game that allows the player to make selections concerning title screens, buttons to start a new game or load a saved game.
- front-end
- back-end
- framework
- none of the above
- all of the above
A: front-end

Q: When you add an instance on top of an existing instance, the ________________ is deleted.
- old existence
- background
- existing instance
- none of the above
- all of the above
A: existing instance

Q: To avoid inadvertantly deleting an existing instance, disable the _____________ option at the bottom left.
- tr_interlace_bottom
- Delete Underlying
- object title
- none of the above
- all of the above
A: Delete Underlying

Q: _________ work like a countdown for triggering alarm events.
- Relevant alarms
- obj_events
- alarm actions
- none of the above
- all of the above
A: alarm actions

Q: When there is just one action that must be executed as a result of a condition, there is no need to put ___________ around it.
- brackets
- braces
- parenthesis
- start and end blocks
- quotes
A: start and end blocks

Q: Angles in Game Maker work slightly differently from the way you might be used to. There are still 360 degrees in a full circle, but 0 degrees is horizontally to the right and they _____________________ direction.
- decrease in a clockwise
- increase in an anticlockwise
- increase in a clockwise
- decrease in an anticlockwise
- none of the above
A: increase in an anticlockwise

Q: What causes the warning message saying that there are instances running outside the room?
- you accidentally move the mouse outside the room while adding objects
- you forgot to save the last change
- you created an endless loop
- none of the above
- all of the above
A: you accidentally move the mouse outside the room while adding objects

Q: When both the child and the parent have the same event with different actions, then the actions of the child are used for the ______, and the action of the parent are used for the ________.
- parent/parent
- child/parent
- parent/child
- child/child
- none of the above
A: child/parent

Q: When an action refers to a parent object, this includes instances of the ________ object, as well.
- primary
- parent
- child
- none of the above
- all of the above
A: child

Q: A collision event with a parent object ___________ collisions with children of that object.
- does not apply to
- causes
- also applies to
- none of the above
- all of the above
A: also applies to

Q: A collision event with a child object _____________ collisions with parents of that object.
- does not apply to
- inherits
- also applies to
- none of the above
- all of the above
A: does not apply to

Q: In parenting objects, parents can have parents, however, you ________ create cycles of parents.
- must
- often will
- must not
- none of the above
- all of the above
A: must not

Q: The Snap hor and Snap vert are set to indicate the grid size.
- True
- False
A: True

Q: When setting a Move Fixed action with a speed of 0 only, no direction is required.
- True
- False
A: False

Q: Draw actions all have a light green background and can only be used in Draw events.
- True
- False
A: False

Q: Tiles work by creating a new background resource that consists of a number of small, identically sized images.
- True
- False
A: True

Q: The small identically sized images that compose a background resource are called tile sets.
- True
- False
A: True

Q: Good level design is about providing players with
- new and interesting challenges as they progress through the game
- ways to save the game levels
- options to pursue their own goals
- flexing their skills and abilities
A: new and interesting challenges as they progress through the game

Q: What is an essential skill for a good game designer to develop?
- Creating illusions
- Learning to distinguish a feature idea with potential from a “nonstarter”
- A variety of shooting situations
- Learning to communicate well with other Design team members
A: Learning to distinguish a feature idea with potential from a “nonstarter”

Q: When you ask your friends for help, if you reject all their ideas before they finish their sentence, they’ll
- Sabotage your efforts
- quickly stop contributing!
- Change the subject
- Steal your ideas.
A: quickly stop contributing!

Q: Equivalent features are another kind of idea that designers need to be wary of. These are ____.
- Features that may look different, but actually perform a very similar function to an existing feature.
- labor intensive
- not what was promised
- a very poor delivery concept
A: Features that may look different, but actually perform a very similar function to an existing feature.

Q: It’s possible to end up in an arms race between the player and the game in which the features get increasingly __________ but the gameplay doesn’t actually progress at all
- powerful
- slower
- faster
- dysfunctional
A: powerful

Q: A better game features design concept is a way is to
- Substitute dynamite with TNT
- create features that are less powerful in the first place by including a trade-off in their design
- end up in an arms race between the player and the game in which the features get increasingly powerful but the gameplay doesn’t actually progress at all
- create features that are more powerful in the first place by including a trade-off in their design
A: create features that are less powerful in the first place by including a trade-off in their design

Q: _________ is what happens when the rules of a game interact with each other so that the player can do something the designer hadn’t predicted.
- Acquisition
- Emergence
- Oversight
- Exploitation
A: Emergence

Q: Games shouldn’t be too _______
- hard or too easy to complete.
- theatrical.
- complex.
- intuitive.
A: hard or too easy to complete.

Q: To develop the Game concept document, the process begins with the one-sheet design, also known as ___________.
- the game manual
- the hook
- the Executive Summary
- an Interface
A: the Executive Summary

Q: Knowing something about the way that people _________ really can help a designer to create levels that pitch the difficulty correctly as players progress through the game.
- play
- learn
- Rest
- fail
A: learn

Q: Stage _________: Players have to absorb and process a lot of information & at the same time progress is slow and there is a big risk of frustration as a result.
- one
- two
- three
- four
A: one

Q: Stage__________ :This is the ideal state for the player to be in, and it is the designer’s job to try and make it last for as long as possible.
- one
- two
- three
- four
A: two

Q: Stage ____________:This stage represents the player’s mastery of the challenge
- one
- two
- three
- four
A: three

Q: If the goals stop challenging the player or it just seems like too much effort to improve, then it is only a matter of time before __________________________
- players move on to stage three.
- players get bored.
- players come down with a bad case of DIMMS.
- players stop caring.
A: players get bored.

Q: Games where challenges never change have a limited lifespan because players soon get bored when they reach stage ________.
- one
- two
- three
- four
A: three

Q: The aim of good level design is to slowly introduce new challenges and features into the game at a rate that keeps the player in stage _______ of the learning curve.
- one
- two
- three
- four
A: two

Q: Knowing that they have ___________________ also helps to drive players on to complete the game
- a lot less distance behind them than in front
- a lot more distance behind them than in front
- rewards at the end
- bragging rights
A: a lot more distance behind them than in front

Q: All players should be able to complete EASY levels. Design these for players who have ______________________
- played these kinds of games
- never played a game of the same genre before.
- these for casual game-players of this genre
- are passionate about game play.
A: never played a game of the same genre before.

Q: Most players should be able to complete MEDIUM levels. Design these _____________________
- for those who have played these kinds of games
- for those who have never played a game of the same genre before.
- for casual game-players of this genre
- for those who have a passion for game play.
A: for casual game-players of this genre

Q: Good players should be able to complete HARD levels. Design these for yourself and your friends who have ________________________.
- been game-players of this genre.
- played these kinds of games
- never played a game of the same genre before
- been casual game-players of this genre
A: played these kinds of games

Q: Mental burden put on the player.
- depth
- complexity
- emergence
- redesign
A: complexity

Q: How does brainstorming become pie in the sky?
- The idea is impossible
- The game design is too ambitious
- There is too much work
- There are not enough assets to support the game design
- All of the above
- None of the Above
A: All of the above

Q: _______________ comes from the players ability to make meaningful choices from the options presented to them and to learn from the choices.
- Complexity
- Emergence
- Depth
- Level One
A: Depth

Q: _____________________ controls depth.
- Emergence
- Complexity
- Difficulty
- None of the Above
A: Complexity

Q: The Japanese word ________________ is a visual signal that’s used to trigger an action.  Roughly translated, it means “card you can see.” In software development, it creates a visual flow of actions that need to be taken to finish a Project.
- Scrum
- Kanban
- Kankan
- Agile
A: Kanban

Q: ___________________ is bought with complexity.
- Good design
- Depth
- Quality
- Emergence
A: Depth

Q: _______________  is a way for teams to work together to develop a product.
- Brainstorming
- Development
- Scrum
- Kanban
A: Scrum; Kanban