Title: 1328-EXAM2 (L6-9)
Course: RITA MC - VIDEO GAME DESIGN HYBRID > Section: Module 2

Q: A ___________ is something that the player interacts with to create or aid with gameplay.
- mechanic
- hazard
- power-up
- Collectible
A: mechanic

Q: _______ camera stays fixed onto a single screen, location, and image.
- Static
- Scrollable
- Parallax
- Multi-Plane
A: Static

Q: __________camera adds the advantage of movement, which keeps the player engaged in the act of moving the camera.
- Static
- Scrollable
- Parallax
- Multi-Plane
A: Scrollable

Q: A ________ camera is used in RTS and dungeon crawl games like Dawn of War and Diablo III.
- Static
- Scrollable
- Parallax
- Multi-Plane
A: Scrollable

Q: Tuning the hydraulics describes the speed at which the camera ________ and __________.
- Pans/tilts
- Decelerates/accelerates
- Accelerates/decelerates
- Cuts away/cuts in
A: Accelerates/decelerates

Q: A scrollable camera that moves too fast will _____?
- Reveal the screen in a dramatic way
- Overshoot the player’s target
- Cause the player to barf
- All of the above
A: Overshoot the player’s target

Q: This camera view revolutionized video games, allowing game developers to create longer and deeper game worlds in which to play.
- Scrolling
- Parallax
- Static
- Stop motion
A: Parallax

Q: Parallax Scrolling dominated home videos, the first was _______which has no true back wall.
- multi-plane
- Z-axis
- Mode 7
- two and a half D
A: Mode 7

Q: This camera gives the illusion of depth by zooming the camera towards and away from the screen.
- Static
- Scrollable
- Parallax
- Multi-Plane
A: Multi-Plane

Q: By having a camera that tracked in and out of the ___-axis, developers were able to create level designs with parallel paths.
- X
- Y
- Z
- base
A: Z

Q: The first person camera is used in a variety of game genres, from racing to platform; it became most associated with ____________.
- RPG
- FPS
- Mario Kart
- F-Zero
A: FPS

Q: This is what happens when your eyes register movement and your inner ear (responsible for balance) doesn’t.
- Doom-induced motion sickness
- Migraine Headaches
- Dire indications motion sickness
- Optical illusions
A: Doom-induced motion sickness

Q: _____ is what happens when a camera moves through a character or geometry.
- DIMS
- Two D effect
- Camera movement
- Sorting
A: Sorting

Q: Which is NOT one of three methods to give the player control over the game camera.
- Give player complete control over the follow cam
- Give the player a reorientation camera
- Give the player a free-look camera
- Give the player selective control over the camera
A: Give the player a reorientation camera

Q: Choosing the right camera for your game is not only very important for determining how to program the camera, but it also impacts: (select all that apply)
- how you design your game
- how to map your controls
- how to create your artwork
- how to generate game levels
A: how you design your game; how to map your controls; how to create your artwork

Q: Q: There are two different ways you can treat parallax scrolling.
- Plain Scrolling
- Forced scrolling
- Static Scrolling
- Delayed Scrolling
A: Plain Scrolling; Forced scrolling

Q: Ways to avoid DIMS in your game are:
- third person view
- give the player something to focus on
- using follow cam
- sorting
A: third person view; give the player something to focus on

Q: When the camera tries to find a good place to come to rest but ends up bouncing between two or more objects.
- Corners
- Camera flipping
- Camera movement
- Sorting
A: Corners; Camera flipping

Q: Examples of special case cameras.
- extreme shot camera
- underwater cameras
- tunnel vision cameras
- top-down cameras
A: underwater cameras; tunnel vision cameras

Q: This camera simulates the turning of the characters head.
- second person view
- reoriented
- free-look camera
- rail camera
A: free-look camera

Q: _________________is a derogatory term to describe when a player isn’t sure how to control the game, resulting in them wildly and/or rapidly hitting the buttons randomly to get any sort of positive result.
- Slap dashing
- Jazz hands
- Spazzing
- Button mashing
A: Button mashing

Q: It is important to consider _________ when creating your control schemes.
- hand size
- hand motions
- arthritis
- ergonomics
A: ergonomics

Q: Developers and Designers work hard to see how a player ________________________.
- holds the controller
- plays the game
- manages their posture during gameplay
- purchase games
A: holds the controller

Q: A good game design will allow a fighting gamer to switch from an ultracomplex control scheme to ________.
- an even more complex controller
- revert back to a more traditional controller
- a gyroscope controller
- revert to a keyboard
A: revert back to a more traditional controller

Q: Never reverse flight controls. Pulling back on the stick should make the plane ______ and pushing forward should always make the plane ________.
- tail spin / recover
- go down / go up
- go up / go down
- level out / climb
A: go up / go down

Q: Never have a button _________ .
- do something unexpected
- do nothing when pressed
- trigger loud noises
- not have an assignment
A: do nothing when pressed

Q: Play a _____________ sound effect or animation to make it clear to the player that this control isn’t available.
- duck sound
- horn
- negative response
- loud
A: negative response

Q: The _____________ buttons usually makes the character jump in a platformer.
- space bar
- X
- A
- all of the above
A: all of the above

Q: With a camera-relative control scheme, the controls
- change depending on which way the character is facing the camera.
- show that a menu should appear.
- provide actuator pulses.
- change depending on which way the action should happen.
A: change depending on which way the character is facing the camera.

Q: With a character-relative control scheme, the game controls are _______________________.
- are always relative to the player character
- responsible for causing DIMS
- change depending on which way the character is facing the camera
- always pointed at the character
A: are always relative to the player character

Q: A(n) ___________________ gives feedback to the player in the form of vibrations.
- actuator
- gyropscope
- level
- blue tooth
A: actuator

Q: A(n) ______________ allows the player to rotate the controller as another way to manipulate an on-screen element.
- actuator
- gyroscope
- level
- deflector
A: gyroscope

Q: As the ___________ is “hidden” within the mechanism of the controller, it’s easy for a player to forget that this is a control option; make sure to remind the player that this function is available.
- Gyroscope
- Actuator
- Transistor
- Deflector
A: Gyroscope

Q: The time it takes between performing an action and when it happens on screen.
- Lag
- Latency
- Nanosecond
- None of the above
A: Lag

Q: ______________ can cause lag or in worse cases, control lock-up, sound distortion, game freeze, or crashes.
- Connectivity
- Spikes
- Latency
- X-Box
A: Latency

Q: An issue with______________ a communication delay in the time it takes for game data to be received and decoded.
- on-line game latency
- actuator
- connectivity
- brown outs
A: on-line game latency

Q: Make your game controls a mix of _______________________.
- traditional analog stick
- button press
- controller motions
- all of the above
A: all of the above

Q: Most modern game controllers are outfitted with ________________________.
- traditional analog sticks
- actuators and gyroscopes
- controller motions
- all of the above
A: all of the above

Q: Considered the two weakest fingers to manipulate a controller are:
- thumb
- index
- ring
- pinkie
A: ring; pinkie

Q: As the button is pressed, ___________________.
- the game loads
- a menu should appear
- the actuator pulses
- the action should happen
A: the action should happen

Q: Heads up Display refers to _____________.
- commonly activated zoomed-in mode
- any visual element that communicates information to the player
- a player hit with an electrical event
- health bars
A: any visual element that communicates information to the player

Q: _________ represents how close the player is to death, or having to restart for some reason.
- death bars
- heath bars
- health bars
- HUD
A: health bars

Q: Recently, ___________ have become replaced by first person style effects, which are also used in third person view.
- power-ups
- reticules
- shields
- health bars
A: health bars

Q: When aimed at a target, make the _________ gravitate towards it, allowing for faster targeting.
- reticule
- FPS
- weapon
- scoring device
A: reticule

Q: Players need quick access to items like potions and spell components. ___________ or drag-and-drop systems will help players grab items quickly.
- Remote
- Leaderboards
- Hotkey
- Touchscreen
A: Hotkey

Q: The _____________________ is an icon or text that appears when the player is next to an object or character with which they can interact.
- avatar
- context-sensitive prompt
- exclamation point
- smiley face
A: context-sensitive prompt

Q: _______________ is a prompt that forces the player to make a split second action or suffer usually painful or fatal consequences.
- Quick Time Event
- Context-Sensitive
- No symbol
- KYSS
A: Quick Time Event

Q: You should never have to press a button more than _____ time(s) to reach any game screen.
- one
- two
- three
- four
A: three

Q: Which side of the screen is traditionally used for the most important information: health, score, and so on?
- Bottom right corner
- Top Right corner
- Bottom left corner
- Top left corner
A: Top left corner

Q: The ______________ is when a map is obscured until the player actually moves through it, and thus clears the area.
- obstacle
- fog of war
- radar/map
- pling
A: fog of war

Q: What did they call the emoticons that told the player when they could or could not perform an action?
- fog of war
- emoticons
- plings
- reticules
A: plings

Q: Naming your levels for the player should fit the feel of the game. A disadvantage to ________ naming is that it lacks personality.
- descriptive
- location
- functional
- punny
A: functional

Q: What is good about using the ________ names is that you immediately get an idea of what the player will be seeing or encountering.
- functional
- location
- descriptive
- punny
A: location

Q: _____________ level names read more like chapters from a book. They are great for providing foreshadowing or tone.
- Functional
- Location
- Descriptive
- Punny
A: Descriptive

Q: _________________ is a tool often used by Hollywood writers and directors to help organize and plan a movie's production. It helps the designer determine gaps or problems in the game.
- Excel
- Mechanics
- Beat chart
- Color Mapping
A: Beat chart

Q: If you use a game system less than ________ times over the course of the game, then it is not worth having. One of the most important design decisions you can make is how and when to re-use game-play systems.
- one
- two
- three
- seven
A: three

Q: ____________ are used to get the interest of guests and draw them in their direction. Walt Disney himself supposedly coined this term.
- Mechanics
- Weenies
- Islands
- 3-D Maps
A: Weenies

Q: An important truth about designing games:
- the player will ALWAYS find a way to break your game.
- the player will never play the game the way it is intended.
- the player will ALWAYS play the game as directed.
- none of the above
A: the player will ALWAYS find a way to break your game.

Q: Broadly defined as a noncombat event or series of events that require the player to complete a task or an action or some series of tasks or actions in order to progress play.
- game summary
- mazes
- puzzle
- heads-up displays
A: puzzle

Q: Which of the traits below is NOT a basic puzzle characteristic?
- there is a game theme and game story
- there are game pieces
- there are mechanics for changing the state
- there is a victory condition and a goal state
A: there are game pieces

Q: Consists of questions that have ONE right answer.
- riddles
- lateral thinking
- pattern recognition
- spatial reasoning
A: riddles

Q: Solving the puzzle requires player to question his assumptions.
- riddles
- lateral thinking
- pattern recognition
- spatial reasoning
A: lateral thinking

Q: Codebreaking is a perfect example of this puzzle game type.
- riddle
- lateral thinking
- pattern recognition
- spatial reasoning
A: pattern recognition

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