Title: 1328 - 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: 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

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: _______________ enemies traditionally are harder to kill than _______________ ones.
- Smaller/larger
- Larger/smaller
- Short/average
- none of the above
A: Larger/smaller

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: 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 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: 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: All gamers want ________.
- To be loved.
- A fair wage.
- are good games.
- to discover the big mmorpgs
A: are good games.

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: The _______ refers to any visual element that communicates information to the player, it is the most effective way of communicating with the player.
- Targeting reticule
- inventory
- plings
- HUD
A: HUD

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