Title: 1328-EXAM4(L13-17)
Course: RITA MC - VIDEO GAME DESIGN HYBRID > Section: Module 4

Q: A well-designed power-up is ___________________! A player only has to touch it to become energized to move at light speed.
- designed around the player's existing set of moves
- concentrated action
- a fun curve
- ramping gameplay
A: concentrated action

Q: _______________ power-ups help boost the player's ability to survive damage and continue progress in the game.
- Offensive
- Defensive
- Movement
- Game Changers
A: Defensive

Q: ______________ power-ups improve or modify attacks, allowing plaers to defeat enemies faster, more efficiently, or more spectacularly.
- Offensive
- Defensive
- Movement
- Game Changers
A: Offensive

Q: ______________ power-ups improve or modify attacks, allowing players to defeat enemies faster, more efficiently, or more spectacularly.
- Offensive
- Defensive
- Movement
- Game Changers
A: Offensive

Q: You must be particularly careful to account for these power-ups when designing player metrics.
- Offensive
- Defensive
- Movement
- Game changers
A: Movement

Q: Magnetic, comedy, and invisibility power-ups are all examples of _______________ category of power-ups.
- offensive
- defensive
- movement
- game changer
A: game changer

Q: The goal of ___________________ is a way to adjust the challenge and rewards for the player based on performance.
- the crate mechanic
- the testing level
- dynamic difficulty balancing
- static difficulty balancing
A: dynamic difficulty balancing

Q: The promise of treasure, personal space, customizable space, trophies and treasures can all be used to exploit the player's ______________.
- wealth
- curiosity
- greed
- desires
A: greed

Q: ___________________ is used primarily in racing games and can be used when a player needs to follow or catch any other character or vehicle.
- Trolling
- Drifting
- Rubberbanding
- Extreme Acceleration
A: Rubberbanding

Q: _________________ are usually reserved for use by the development team during production. They can be enabled to give the player unlimited resources like health, ammo, lives, or invulnerability.
- Alternate endings
- Cheats
- Trailers
- Multiplayer modes
A: Cheats

Q: What does the acronym DLC stand for?
- Delayed Level Capture
- Detailed Leaderboard Console
- Downloadable Content
- Destructive Learning Console
A: Downloadable Content

Q: What are the three styles of play found in multiplayer games?
- head-to-head, network, peer-to-peer
- head-to-head, Network, Client Server LAN
- Competitive, Cooperative, Combative
- Competitive, Cooperative, Conjugate
A: Competitive, Cooperative, Conjugate

Q: When two or more players compete against each other in real time on the same game system, it is called_______________ play.
- peer-to-peer
- head-to-head
- Network
- Client Server LAN
A: head-to-head

Q: In _____________ gameplay, players share the same gameplay space but not the same goals.
- competitive
- head-to-head
- cooperative
- conjugate
A: conjugate

Q: Game modes can be combined to create _____________ gameplay scenarios.
- conjugate
- Client Server LAN
- cooperative
- competitive
A: conjugate

Q: As a player levels up their character the rate of progression slows down. This phenomenon is called ________________, and should be reduced as much as possible during the design of the game, so that the players will continue to enjoy the game.
- griefing
- guilding
- grinding
- buffing
A: grinding

Q: Spell casting that affects not only the caster, but the entire party and allows players to assume certain roles during game play is called _________________.
- spasting
- griefing
- grinding
- buffing
A: buffing

Q: Harassing another player by constantly killing them.
- Spawn camping
- griefing
- guilding
- grinding
A: griefing

Q: __________________, such as level or gear requirements will prevent players from traveling to places they are not ready for.
- Platforms
- Cranks
- Gating mechanisms
- Grinding mechanisms
A: Gating mechanisms

Q: A practice frowned upon by most MMO creators, which requires safeguards by the designer to discourage or disable a type of behavior which exploits a weakness for an enemy in gameplay.
- Guild Warring
- sparring
- spawn camping
- Raiding
A: spawn camping

Q: Video games generally do not generate _______________ once published.
- fans
- followings
- records
- royalties
A: royalties

Q: When it comes to adding music to a Video Game, there are two considerations:
- Open Source Music
- Licensed Music
- Original Music
- Console Formats
A: Licensed Music; Original Music

Q: As a game designer, you must make absolutely sure that you do not leave any music in your game that you do not have ______________________ for.
- the original score
- documentation
- licensing
- permissions
A: licensing; permissions

Q: In this method of scoring a game, music is broken up into themes that play when a certain situation arises.
- original musical score
- victory musical score
- warning musical score
- dynamic musical score
A: dynamic musical score

Q: When you are creating attack and reaction sound effects for your characters, work with your animators to determine _______________.
- placement
- levels
- timing
- harmony
A: timing

Q: Your sound programmer can help you designate sounds into three categories:
- priority
- short-term
- distant
- local
A: priority; distant; local

Q: An animated or live-action sequence used to advance the story, create specatacle, and provide atmosphere, dialogue, character development, and reveal clues that would otherwise e missed by the player during gameplay.
- Levels
- Cut-Scenes
- Cinematics
- Immersion
A: Cut-Scenes

Q: _____________ cut-scenes were popular when video games were first being published on CD media.
- FMV
- Animated
- Flash Animated
- Pre-rendered
A: FMV

Q: _____________ cut-scenes that are shown during a game's title and story sequence, a stylistic alternative to FMV.
- Full Motion Video
- Animated
- Flash Animated
- Pre-rendered
A: Animated

Q: _____________ cut-scenes that have a distinctive visual style because of the software application it is created with.
- Full Motion Video
- Animated
- Flash Animated
- Pre-rendered
A: Flash Animated

Q: ___________________ use in-game assets such as characters and environments to create the cut-scenes. Visually distinguished from gameplay by the use of a cinematic camera.
- Prerendered cut-scenes
- Puppet Shows
- Flash Animated
- Scripted Events
A: Puppet Shows

Q: Most common in FPS and action games. If not executed correctly, they can become repetitive - leading to the "Groundhog Day" phenomena, where the player feels like they are caught in a time loop having to live out the same sequence over and over and over and over and over again.
- Prerendered cut-scenes
- Puppet Shows
- Flash Animated
- Scripted Events
A: Scripted Events

Q: Cut-scenes and cinematics require the designer to create ______________.
- storyboards
- dramatics
- stories
- screenplays
A: screenplays

Q: Read the lines for determining audio file size and length, then record ______________.
- a storyboard
- a voice actor
- a temp track
- a screenplay
A: a temp track

Q: A ___________________ helps cast game characters based on description. They book studio time, negotiate rates, schedule studio & actors.
- Video Director
- Voice Actor
- Voice Director
- Video Game Producer
A: Voice Director

Q: Some players find themselves deeply caught up in the game, this is called ___________.
- Game Euphoria
- Game Depression
- Game Submersion
- Game Immersion
A: Game Immersion

Q: A _______________________ acts as a demo to be shown to publishers as a template for the rest of the game.
- pitch
- horizontal slice
- vertical slice
- practice presentation
A: vertical slice

Q: Game designers must constantly be aware of ________________, the phenomena that happens when too attached or too close to the game.
- design blinders
- failure
- SIFS
- the pitch equation
A: design blinders

Q: A _______________________ is another alternative to game production, and is created using the grey box form.
- design blender
- crunch time
- vertical slice
- horizontal layer
A: horizontal layer

Q: _____________________ happens if the player is given a set of gameplay tools and a chance to play with them.
- Crunch Time
- Game Immersion
- Emergent gameplay
- Pitch Equation
A: Emergent gameplay

Q: __________________ should be treated as an opportunity to get it right.
- Remakes
- Sequels
- Immersion
- Crunch Time
A: Sequels

Q: Avoid crunch time with _______________.
- responsible design goals
- introducing something new
- detailed production planning
- design blinders
A: responsible design goals; detailed production planning

Q: He is known as the "Father of Video Games" and was awarded the National Medal of Technology for inventing home consoles for video games. He died only very recently.  His contributions to the Game Industry were huge.
- Nolan Bushnell
- Shigero Miyamoto
- Ralph Baer
- Peter Molyneux
A: Ralph Baer

Q: He invented the ATARi Console.
- Nolan Bushnell
- Ralph Baer
- Will Right
- Shigeru Miyamoto
A: Nolan Bushnell

Q: The first Video games were played ________________.
- at home
- in arcades
- in taverns
- none of the above
A: in taverns

Q: What is Monetization?
- It is similar to depreciation, which is used for tangible assets, and to depletion, which is used with natural resources.
- A series of strategies employed by the developer to try to get players to pay additional fees in addition to the original purchase.
- A certified independent trainer.
- A rarely employed game mechanic that causes new levels of emergence for the player.
A: A series of strategies employed by the developer to try to get players to pay additional fees in addition to the original purchase.

Q: In video gaming a __________ is a change to a game that reduces the desirability or effectiveness of a particular game element.
- buff
- nurf
- power-up
- latency
A: nurf

Q: In the United States, which of the following is LEAST effective in the protection of a new operational method?
- Patent
- Copyright
- Contract
- Trade secret
A: Copyright

Q: Which of the following is NOT a legally defined Intellectual Property?
- Patent
- Copyright
- Trademark
- Trade secret
- None of the above
A: None of the above

Q: Which protects creative works?
- Trademarks
- Patents
- Copyright
- Publicity Law
- None of the above
A: Copyright

Q: Which protects useful utilitarian items?
- Trademarks
- Patents
- Copyright
- Publicity Law
- None of the above
A: Patents

Q: When do you need to file and register a legal copyright?
- As soon as you create an item or object
- You don't, you own copyright as soon as you create an item
- Within 70 years of the original creators death
- If you wish to sue someone for rights infringement
- None of the above
A: If you wish to sue someone for rights infringement

Q: Which invention type is BEST managed as a trade secret?
- Device or article to be sold
- Information accessible to numerous employees
- Distribution processes
- Inventions where infringement is difficult to detect
A: Inventions where infringement is difficult to detect

Q: A Digital Game Design professor employed by a United States university invents a new mechanic for war games as part of a federally sponsored project. Which of the following statements is TRUE?
- The university will assign the invention to the federal government.
- The professor can assign the invention to his start-up company.
- The federal government will own the invention.
- The university can claim title to the invention.
A: The university can claim title to the invention.

Q: What is the PRIMARY objective of patent infringement litigation?
- Punish the infringer
- Stop infringing activities
- Recover lost profits
- Assert patent holder rights
A: Assert patent holder rights

Q: Intellectual Property is defined as an idea or collection of ideas that is owned by someone or something and is the result of creative works. There are many types of Intellectual Property, including Copyrights, Trademarks, Licensing, Patents, Trade Secrets and Publicity Law.
- True
- False
A: True

Q: You should wait until late in the game design process, when your game is almost complete, before you give monetization systems any thought.
- True
- False
A: False
If right: page 421

Q: Which is the best-known monetization model, and also referred to as the "velvet rope"?
- Freemium
- Trial
- Free-to-Play
- DLC
A: Freemium

Q: The more a player pays, the more invested in the game they feel. Consistently spending players are known as __________, and are the targets of coercive monetization.
- suckers
- money bags
- marks
- whales
A: suckers
If right: pg 423