Title: L11QZ
Course: RITA MC - VIDEO GAME DESIGN HYBRID > Section: Module 3

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: 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: Depending on __________ and __________, an enemy can be more dangerous, harder to target, and more frightening.
- shock and awe
- camera and controller
- speed and movement
- movement and character
A: speed and movement

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: Choose the PRIMARY items of importance discussed in this Level 11- all about enemies.
- Enemies should be fought, not avoided.
- Never underestimate the greed of the player
- Let the Player administer the last strike of the fight.
- Fighting enemies is supposed to be fun!
A: Enemies should be fought, not avoided.; Let the Player administer the last strike of the fight.; Fighting enemies is supposed to be fun!

Q: Bosses are very complex creatures with many unique and separate working parts that should be thoughtfully designed. However, first you must define your player's move and attack set. Once this is done, there are three different ways to design a boss fight. Which of the options below is NOT one of those design ways?
- Global threats
- New abilities
- A combination of new abilities and learned moves
- Learned moves
A: Global threats

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