Title: L12 QZ
Course: RITA MC - VIDEO GAME DESIGN HYBRID > Section: Module 3

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

Q: Using a door for a mechanic, can accomplish the following:
- hide "the man behind the curtain"
- mask the loading of the level section
- create a new level for the game
- builds tension
A: hide "the man behind the curtain"; mask the loading of the level section; builds tension

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: Often referred to as a "friendly" mechanic, ______________ are predesignated locations with the level where a player can save their progress, take a break, or reassess their choices of equipment, route, and so on.
- pauses
- breaks
- mechanics
- checkpoints
A: checkpoints

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: Puzzle mechanisms can be difficult to design. Select some considerations for designing game puzzle mechanisms.
- Keep the game puzzle pieces modular, simple and unique
- Add the additional thrill and challenge of making the puzzle impossible to resolve
- A puzzle in a video game is essentially a gating mechanism
- Avoid cultural references or arcane and unusual uses of pieces to solve the puzzle
A: Keep the game puzzle pieces modular, simple and unique; A puzzle in a video game is essentially a gating mechanism; Avoid cultural references or arcane and unusual uses of pieces to solve the puzzle

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