Title: FINAL II
Course: RITA MC - VIDEO GAME DESIGN HYBRID > Section: PRACTICUM & FINAL

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: 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: Determine the ___________ of an enemy first.
- size
- behavior
- function
- design
A: function

Q: The ___________ of an enemy will determine how the player will fight it.
- size
- behavior
- movement
- health
A: size

Q: Artists measure characters in terms of ________.
- size
- feet
- inches
- heads
A: heads

Q: The goal when designing enemy behavior is to _____________________________.
- make it realistic
- manage the mechanics
- not repeat behaviors
- ask the right questions
A: not repeat behaviors

Q: Once you have created enemy behavior that works well together, it will create gameplay and the player will learn how to _____________________.
- win the game
- complement each behavior type
- balance the game
- perform a threat analysis
A: perform a threat analysis

Q: Instead of making a boss fight about a huge creature, make it about ____________.
- huge explosions
- hard-coded behaviors
- big drama
- cutscenes
A: big drama

Q: Scott Rogers uses an analogy of a James Bond movie to discuss classic boss types. Which type listed below is NOT a Bond Boss Type?
- Global Threat
- A Mental Adversary
- A Psychic Adversary
- A Physical Adversary
A: A Psychic Adversary

Q: A __________________ Non-Enemy character will disrupt the game by undoing the player's progress.
- Human Character
- Time
- Tormentor
- Gremlin
A: Gremlin

Q: Found primarily in skill-based games like driving/racing and puzzle games, _____________ is/are a great way to unnerve the player, creating great pressure.
- Gremlins
- Tormentors
- Human Competitors
- Time
A: Time

Q: Board game designers say _____________ are the gameplay systems used to play a game.
- hazards
- mechanics
- props
- puzzles
A: mechanics

Q: _______________ are like levers and switches that take time for the player to activate.
- Platforms
- Doors
- Cranks
- Mechanics
A: Cranks

Q: _______________look and act like mechanics, and resemble enemies but their key difference is intelligence or mobility.
- Cranks
- Hazards
- Switches
- Levers
A: Hazards

Q: Use ____________ to make it clear to the player that they'll get hurt if they touch or collide with the enemy.
- shape, color, sound effects, and particle effects
- instruction sets
- levels
- mechanics
A: shape, color, sound effects, and particle effects

Q: Csikszentmihalyi's theory proposes:
- build one gameplay system upon the last
- Difficulty promotes pain and loss, Challenge promotes skill and improvement
- that there is a point between boredom and difficulty
- hazards resemble enemies
A: that there is a point between boredom and difficulty

Q: How can a game designer keep game mechanics from becoming boring or stale?
- limit the number of game mechanics
- do not include complex game mechanics
- rotate the game mechanics in and out of the game
- make the mechanics invisible to the player
A: rotate the game mechanics in and out of the game

Q: A ________________ is a simple game created to provide variety, represent activities, and add value to a product.
- penny arcade game
- minigame
- microgame
- beta
A: minigame

Q: When working with level boss design, emphasize _______________.
- scale over drama
- drama over scale
- form follows function
- function has no relevance
A: drama over scale; form follows function

Q: Always account for ___________: the time it takes between performing an action and when it happens on screen.
- latency
- ESD
- lag
- delays
A: lag

Q: A ________ artist uses both traditional medium and computers to draw game characters, worlds, and enemies.
- Concept
- Storyboard
- 3-D Modeler
- Texture
A: Concept

Q: The ______ is a self-regulatory organization that enforces a rating system as well as advertising and online privacy principles for software in the United States and Canada.
- Religious Right
- Parental Control Guidelines
- GNU
- ESRB
A: ESRB

Q: A __________ is something that the player interacts with to create or aid with gameplay.
- Hazard
- Mechanic
- Collectible
- Power-Up
A: Mechanic

Q: A __________ is a mechanic that can harm or kill the player but doesn’t possess intelligence.
- Collectible
- Boss Character
- Hazard
- Power-Up
A: Hazard

Q: The _____________ can be found in every genre of gaming, from driving and puzzle games to action-adventures and shooters.
- Damage Modifier
- Game Changer
- Power-up
- Alternate Ending
A: Power-up

Q: In ___________ games, players have the same objective but work against each other.
- conquest
- collaborative
- competitive
- cooperative
A: competitive

Q: A____________ is a streamlined, easily digestible version of your game design document. It contains everything that’s great and original about your game.
- portfolio
- pitch
- provision
- demo
A: pitch

Q: What is the origin of the use of the word LEVEL in game play?
A: Origin believed to be from Dungeons and Dragon, when players would travel down many dungeon levels to reach the dragon.

Q: What is the origin of the use of the word LEVEL in game play? Carefully define at least TWO definitions of the term LEVELS when it comes to video game design.
A: Origin believed to be from Dungeons and Dragon, when players would travel down many dungeon levels to reach the dragon.

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

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: 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 were popular when video games were first being published on CD media.
- Full-Motion Video
- Animated
- Flash Animated
- Pre-rendered
A: Full-Motion Video

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: 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: 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: He is known as the "Father of Video Games" and was awarded the National Medal of Technology for inventing home consoles for video games.
- 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: 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: What kind of Intellectual Property is the Scrum Guide?
- Copyright
- TM
- Patent
- Licensed
A: TM

Q: Which is NOT a unique Scrum term?
- backlog
- sprint
- end
- done
- agile
A: end

Q: Who developed, presented and sustained Scrum and its documentation?
- Kim Southerland
- Jeff Sutherland
- Charles Schwaab
- Ken Schwaber
A: Jeff Sutherland; Ken Schwaber

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