Title: L10 QZ
Course: RITA MC - VIDEO GAME DESIGN HYBRID > Section: Module 3

Q: _____________ is a popular and major component of a video game player's moves and activities. It requires much thought and work from the development team in order to get it right.
- Mechanics
- Action
- Combat
- Correlation
A: Combat

Q: ___________ in video games is graphic, dramatic, and visceral.
- Combat
- Drama
- Action
- Violence
A: Violence

Q: What are the ranges of combat?
- Close range, Medium range, Long range, and Area Effects
- Close Range, Medium Range, Long Range, and Aerial Effects
- Standing, Low, High and Aerial
- Vertical and Horizontal
A: Close range, Medium range, Long range, and Area Effects

Q: A(n) ____________________ is useful to track important information about combat moves.
- gesture map
- attack plan
- attack matrix
- combat chain
A: attack matrix

Q: ____________ is hand-to-hand combat.
- Malaise
- Melee
- Stealth
- Grapple
A: Melee

Q: ________________ quick attacks used to kill or disable an enemy in one move without alerting other enemies nearby.
- Melee
- Stealth kills
- Grapples
- Lock-on Sytems
A: Stealth kills

Q: ______________________occur when a player is able to activate them under specific circumstances. Rare events in most games, difficult to program to look natural.
- Melee
- Stealth Kills
- Grapples
- Lock-On Systems
A: Grapples

Q: ____________________ allows players to quickly move out of the way of an attack.
- Vault
- Butt Bounce
- Dash
- Dodge and roll
A: Dodge and roll

Q: Some of the options you might select to keep your player, playing include: (choose all that apply)
- Allowing the player to randomly win
- Letting the player miss
- Increase an enemy's collision dynamically if the player misses
- Offer to drop the game down to an easier level
A: Letting the player miss; Increase an enemy's collision dynamically if the player misses; Offer to drop the game down to an easier level

Q: Even in games where shooting is not the main focus of play, _____________ can immediately change the dynamic of the game.
- mechanics
- action
- ranged combat
- two feet
A: ranged combat

Q: Questions you need to ask about ACTION, the loading, firing and unloading of the game weapon-
- How quickly can the player reload their gun?
- Is there a limit to the ammo?
- How does the player aim?
- Where and how is the ammo carried?
A: How quickly can the player reload their gun?; Is there a limit to the ammo?

Q: Aiming is how the player sights a target. It can make or break a shooter. Questions to ask about developing the Aiming mechanisms for your game are
- Can a shot take out more than one target at a time?
- Does the gun have drift?
- When you fire the gun, does it kick, throwing off the player's aim?
- What happens when a shot misses a target?
A: Does the gun have drift?; When you fire the gun, does it kick, throwing off the player's aim?

Q: _____________________ fire in a cone, rather than a straight line. A shorter range weapon.
- miniguns
- Shotguns
- Grenade launchers
- Flamethrowers
A: Shotguns; Flamethrowers

Q: _______________________ game-play happens when player movement control is taken out of the equation.
- Mounted Range Combat
- Aerial Combat
- Vehicular Combat
- Rail Shooter
A: Rail Shooter

Q: Always strive to enable the player, even when you are disabling them. (T/F)
- True
- False
A: True