Title: L3QZ
Course: RITA MC - VIDEO GAME DESIGN HYBRID > Section: Module 1

Q: No matter what your story is about, a story ALWAYS has
- a narrative.
- a clear purpose and objective.
- a beginning, middle, and end.
- none of the above.
A: a beginning, middle, and end.

Q: Every time a person plays a game they create a _________.
- narrative.
- story.
- competition.
- score.
A: narrative.

Q: In a narrative, the player is the ______ of the game.
- goat
- developer
- narrator
- “hero”
A: “hero”

Q: What is the concept of the triangle of weirdness?
- Choose Two, Time, Quality and Money
- Choose One, Time Quality and Money
- Choose One, Characters, Activities, and World
- Choose Two, Characters, Activities, and World
A: Choose One, Characters, Activities, and World

Q: Remember to never mistake story for _________, and similarly never mistake ___________ for story.
- gameplay
- narrative
- plot
- wish fulfillment
A: gameplay

Q: Which of these is NOT one of three different types of people in your audience?
- Players who don’t care what the story is at all
- Players that want to get into your story in depth.
- Players that are into your story as it happens.
- Players that are into your story simply for the bitcoins.
A: Players that are into your story simply for the bitcoins.

Q: The video game story was born with which game?
- The City of Lost Children
- Doom
- Dragon’s Lair
- None of the Above
A: Dragon’s Lair

Q: A ______________ makes it easy to figure out where the title came from. It can be the name of your main character.
- action/cool title
- literal title
- punny title
- “purple cow” title
A: literal title

Q: The ___________ is a title that captures the spirit of the game without mentioning any of the game characters or locations.
- action/cool title
- literal title
- punny title
- “purple cow” title
A: action/cool title

Q: The ______________ is a title that makes you appreciate the cleverness of the title.
- action/cool title
- literal title
- punny title
- “purple cow” title
A: punny title

Q: Make the character important to the player somehow. All that matters is that your player has ________.
- motivations.
- an important connection to the characters.
- an opportunity to end the game without loss.
- a bond with these characters to feel the loss when it happens.
A: a bond with these characters to feel the loss when it happens.

Q: A ______________ is one that makes your customer stop in their tracks and stare. It compels the reader to wonder why the title was chosen but once the player has played the game, they understand the significance.
- action/cool title
- literal title
- punny title
- “purple cow” title
A: “purple cow” title

Q: A __________ game is when you create a game based on a pre-existing intellectual property.
- proprietary
- licensed
- licensor
- licensee
A: licensed

Q: A ______________ is one that makes your customer stop in their tracks and stare. It compels the reader to wonder why the title was chosen but once the player has played the game, they understand the significance.
- action/cool title
- literal title
- punny title
- “purple cow” title
A: “purple cow” title

Q: The group who owns the original property is called the ___________.
- proprietor
- licensed
- licensor
- licensee
A: licensor

Q: The ____________ has paid to make a game using the character, but does not have carte blanche, and is bound by the terms of their agreement.
- proprietor
- licensed
- licensor
- licensee
A: licensee

Q: In a ___________ game there are no cinematics or obvious breaks in the story.
- consequential
- free-flow
- role-playing
- first person shooter
A: free-flow

Q: In a _____________ game you are not so much progressing through a story as trying to build up your character to better deal with the world of the game. So, the journey of the character becomes the story
- consequential
- free-flow
- role-playing
- first person shooter
A: role-playing

Q: With the _______ or ________ story, you have a controllable and definable way to set the player back on the narrative arc of the game. You give the player more freedom to explore, but ultimately, you can elegantly determine where and when you will allow story and game progression to take place.
- critical path
- choke-point
- branching narrative
- Funneling
A: choke-point; Funneling

Q: There are several story styles currently in use. They are:
- Serial
- Episodic
- Film Style
- Open-Ended
A: Serial; Episodic; Film Style