Title: 1328-EXAM3(L10-12)
Course: RITA MC - VIDEO GAME DESIGN HYBRID > Section: Module 3

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: 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

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

Q: When working with level boss design, emphasize _______________.
- scale over drama
- drama over scale
- form follows function
- function has no relevance
A: drama over scale; form follows function

Q: Level 12 brought to task the need for creativity when utilizing the mechanic of the CRATE in a Video Game. Recall that a crate is ANY breakable item that yields goodies and can double as a platform mechanic. Define a minimum of TEN (10) alternative items that could be used in place of the CRATE.

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: 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

Q: Who was Dave Arneson?
A: Co-Creator of the first role playing fantasy game, Dungeons and Dragons. 1947-2009

Q: Provide at least two definitions that Scot Rogers uses to define LEVELS in gameplay.
A: An environment or location where game play occurs, a term favored by developers that describes how to break up a physical space dependent on game play experience, a unit of counting players progression, rank of a player based on score, experience or skill.

Q: What is the origin of the use of the word LEVEL in game play?
A: Origin believed to be from Dungeons and Dragon, when players would travel down many dungeon levels to reach the dragon.

Q: What is the purpose of the BEAT Chart (can be defined in two words)?
A: Organization and planning

Q: In the Video, Games People Play: Game Theory in Life, Professor Scott P. Stevens speaks to the world and nature of the Game Theory. What are some of the other Educational Disciplines that Game Theory is applicable to?
A: Economics, Biology or Science, Mathematics, Computer Science