Title: 1328-EXAM1-Video Game Design
Course: RITA MC - VIDEO GAME DESIGN HYBRID > Section: Module 1

Q: A game is an activity that does NOT require
- a console
- rules
- a victory condition
- at least one player
A: a console

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: The sound designer creates
- simulated musical instruments
- the music for a game
- all the sound effects
A: all the sound effects

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: The first team member on and the last team member off of a game’s production.
- Designer
- Producer
- Developer
- Creative Manager
A: Producer

Q: Every good idea borders on ________.-A quote from Michel Gondry.
- the insane.
- the cutest ideas.
- the stupid.
- genius.
A: the stupid.

Q: Someone who has no vested creative interest in your ideas will often
- be disinterested in your game design.
- give you inspiring ideas.
- give you the clearest and most honest insight.
- try to steal your ideas.
A: give you the clearest and most honest insight.

Q: Someone who has no vested creative interest in your ideas will often
- be disinterested in your game design.
- give you inspiring ideas.
- give you the clearest and most honest insight.
- try to steal your ideas.
A: give you the clearest and most honest insight.

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 theory of unfun states that
- you start with fun ideas, develop the game, and if you find something in the game that is NOT fun, remove it.
- you start with fun ideas, develop the game, and if you find something in the game that is NOT fun, you start over.
- you start with fun ideas, develop the game, and if you find something in the game that is NOT fun, you fire the game designer.
- a poorly designed video game is the epitomy of unfun.
A: you start with fun ideas, develop the game, and if you find something in the game that is NOT fun, remove it.

Q: All good game characters are _____________. They give the player a chance to be something they aren’t in the real world.
- well designed.
- the results of brainstorming.
- a dream come true.
- wish fulfillment.
A: wish fulfillment.

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: Reading something you normally wouldn’t read, taking a walk, driving or showering, attending a lecture, playing a game, even a bad one, and following our passion. These are all examples of-
- 5 ways to relieve the stress of the game design profession.
- 5 Ways break writers block.
- 5 Ways to inspire yourself.
- None of the Above.
A: 5 Ways to inspire yourself.

Q: All gamers want ________.
- To be loved.
- A fair wage.
- are good games.
- to discover the big mmorpgs.
A: are good games.

Q: Narrowing your focus, taking a walk or exercising, dealing with something else that may be distracting you, jumping ahead to the good stuff, or changing your environment. These are all examples of-
- 5 ways to relieve the stress of the game design profession.
- 5 Ways break writers block.
- 5 Ways to inspire yourself.
- None of the Above.
A: 5 Ways break writers block.

Q: When brainstorming
MORE THAN ONE ANSWER
- there is no such thing as a stupid idea.
- there is no such thing as a bad idea.
- say yes to everything at this stage.
- think about all the things you want your game to be.
A: there is no such thing as a stupid idea.; there is no such thing as a bad idea.; say yes to everything at this stage.; think about all the things you want your game to be.

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

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 collected by the player to help them with gameplay.
- mechanic
- collectible
- power-up
- hazard
A: power-up

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: Give your worlds life and establishes the reality in which your game takes place.
- Player Character
- NonPlayer Character
- Neutral
- Ally
- Enemy
A: Neutral

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: If you change ___________ during the course of your production, you risk massive problems with your gameplay, which may require extra reworking, and you risk endangering your game.
- Camera
- Control
- Character
- All of the Above
A: All of the Above

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: A strong, clear silhouette of a character is important for many reasons, which one is NOT a reason:
- Helps distinguish one character from another.
- Helps the character stand out
- Tells us the character’s personality at a glance.
- Defines metrics
A: Defines metrics

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: Determining metrics involves determining _____________ —the code that calculates where and how the character is interacting with the world.
- personality
- physics
- collision
- metrics
A: collision

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: A group of polygons forming a 3D model.
- polygon
- vertex
- edges
- wire frame mesh
- face
A: wire frame mesh

Q: Lines between vertices.
- polygon
- vertex
- edges
- wire frame mesh
- face
A: edges

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: Metrics, also called telemetry is from the word METRON, meaning to measure. The metrics discussed in the Video is a completely different application of the term, than that discussed in the LEVEL UP text book.
- True
- False
A: True

Q: From the METRICS video: The problem with metrics is-
- you cannot use metrics to innovate
- metrics can only look backwards
- metrics can only take data about something that already exist
- all of the above
- none of the above
A: all of the above

Q: In level 4 of the text, explain WHY the author, Scot Rogers compares Video Game design to making chili as opposed to the Japanese director that believed Game Design was more like FISHING. You must include at least one analogy.
A: Students should include at least a resemblance to one of these key concepts: Fishing is quiet and slow involves waiting for something to happen. Game Design is nothing like that. Instead it is like making chili, where you need a good recipe (game documentation), you season it to taste, you assemble ingredients and then add them together. Everything is brought to a boil and left to simmer. Chili can look horrible but be delicious - Games may look imperfect and unpolished but still have good gameplay. Good chili and good games satisfy the soul.

Q: Select the four documents that will guide you through pre-production and should become an integral part of your portfolio:
- the brainstorming chart
- the one-sheet
- the beat chart
- the ten-pager
- the resume
- the game design document
A: the one-sheet; the beat chart; the ten-pager; the game design document