Title: FINAL I
Course: RITA MC - VIDEO GAME DESIGN HYBRID > Section: PRACTICUM & FINAL

Q: Early arcade games like Asteroids, Battlezone, and Star Castle were rendered
- in raster graphics.
- in vector graphics.
- in simple graphics.
- on graph paper.
A: in vector graphics.

Q: A “____________” is an amusement park attraction that has guests ride past scenes of (usually) audio-animatronic characters.
- cockpit
- console ride
- game booth
- dark ride
A: dark ride

Q: The rise of the first person shooter (or FPS) can be attributed to the popularity of
- the joy stick.
- the mouse controller.
- consoles.
- usb ports.
A: the mouse controller.

Q: Games that require hand/eye coordination to play:
- Action
- Shooter
- Adventure
- Puzzle
A: Action

Q: Games that focus primarily on firing projectiles at enemies:
- Action
- Shooter
- Adventure
- Puzzle
A: Shooter

Q: Games that focus on puzzle solving, and item collection and inventory management:
- Action
- Adventure
- Shooter
- Puzzle
A: Adventure

Q: Games based on logic and pattern completion:
- Action
- Shooter
- Adventure
- Puzzle
A: Puzzle

Q: From the linear path to a free-flowing narrative game story, _________ are part of the process in writing for games.
- failures
- drawings
- changes
- writer's block
A: changes

Q: The majority of gameplay design works
- by each game having a beginning and an end.
- by each game building upon its predecessor.
- because of good design.
- by sheer luck.
A: by each game building upon its predecessor.

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

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: 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

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

Q: A ______________ is a mechanic that can harm or kill the player but doesn’t possess intelligence.
- mechanic
- collectible
- power-up
- hazard
A: hazard

Q: A ________________ is an item that are gathered by the player that don’t have an immediate impact on gameplay.
- mechanic
- collectible
- power-up
- hazard
A: collectible

Q: _________________ are larger, more fearsome enemies usually found at the end of levels or chapters.
- Enemy Characters
- Nemesis
- Boss characters
- Game characters
A: Boss characters

Q: The _____________ emphasis is on the rules of the world and the backgrounds and relationships of the characters.
- Beat Charts
- show bible’s
- GDD
- Game Summary
A: show bible’s

Q: A ____________ is a document that covers the entire span of the game.
- GDD
- storyboard
- beat chart
- diagram
A: beat chart

Q: A ______________ uses consistent shapes and colors to represent elements of your game.
- GDD
- storyboard
- beat chart
- diagram
A: diagram

Q: The most important part of a game designer's job is _________________.
- the GDD
- communication
- good design
- the game
A: communication

Q: This will either be the role that you’ll play during the experience, or the character that you’ll control:
- Player Character
- NonPlayer Character
- Neutral
- Ally
- Enemy
A: Player Character

Q: A character who either helps you or has to be helped by you.
- Player Character
- NonPlayer Character
- Neutral
- Ally
- Enemy
A: Ally

Q: This character will actively attempt to thwart whatever you are trying to accomplish. They come in a variety of shapes and sizes, and with differing levels of power.
- Player Character
- NonPlayer Character
- Neutral
- Level Boss
- Enemy
A: Enemy

Q: They usually have distinctive gameplay associated with their actions.
- Player Character
- NonPlayer Character
- Level Boss
- Ally
- Enemy
A: Level Boss

Q: Useful for helping you to have a clear vision of the character you are creating.
- Organization Template
- Resource Template
- Character Template
- All of the Above
A: Character Template

Q: The very important rule about character design:
- give the character heart
- make it visual
- form follows function
- remember the power of customization
A: form follows function

Q: The trait of the character that is always good at something:
- Humorous
- Heroic
- Badass
- Ally
A: Heroic

Q: Determining ___________ involves determining the basic height of the character, the speed that character travels, and the height that the character can reach.
- personality
- physics
- collision
- metrics
A: metrics

Q: A ________________ lets the player swap between controlling multiple characters.
- level boss
- NPC
- first player character
- second player character
A: second player character

Q: A ______________ is useful if the player is ducking or is behind cover, is getting into position to snipe, or for humor such as when the character is trying not to wake a sleeping dragon.
- creep
- stealth
- crawl
- crouch
A: creep

Q: Don’t make the player have to chase the ________ around to talk to them. When putting them into your game worlds and levels, be sure to place them within eyesight of where the player is traveling.
- SPC
- NPC
- Ally
- Hero
A: NPC

Q: Flat surface formed by three or more vertices.
- polygon
- vertex
- edges
- wire frame mesh
- face
A: face

Q: The ____ axis is the horizontal axis.
- X Axis
- Y axis
- Z axis
- None of the Above
A: X Axis

Q: Measures depth into and out of the scene when viewed from the front.
- X axis
- Y axis
- Z axis
- none of the above
A: Z axis

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

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: _________________ 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: ____________ 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: 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: 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: 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