GAME DESIGN FINAL QUESTIONS & ANSWERS
How easy a system is to learn - Answer -learnability
The most critical element with regard to engaging new users is: - Answer -learnability
The element of usability is of most concern for experts of a game is: - Answer -
efficiency
Game designers and developers should always strive to excel in all four areas of
usability. - Answer -false
In game development, User Interface is secondary to coding efficiency. - Answer -false
Luck and skill are mutually exclusive in game design. - Answer -false
Chance-based games are appealing to children. - Answer -true
Balance is created when multiple choices are offered to a player, yet no single best
method always wins. - Answer -true
Low-level decisions that are made in a game are known as: - Answer -tactics
A long-term goal that leads to a winning state is known as: - Answer -strategy
A mechanic that puts a player in a situation where they must choose between things is
called power-ups. - Answer -false
In the DDA article, Adams asserts that settable difficulty levels should be mandatory in
most game genres. - Answer -true
A potential solution for difficulty levels being to widely spaced is: - Answer -slider
DDA (dynamic difficulty adjustment) is suitable for all games. - Answer -false
Which is not a weakness with DDA? - Answer -it improves game pacing
What are the weaknesses with DDA - Answer -players may exploit it
It doesnt work for all kinds of challenges
It can create absurdities
It obviates good level design
Secrets of DDA should be published as part of your game manual. - Answer -false
, Empty space is a consideration in the context of UI desig. - Answer -true
Data is easiest to read when presented: - Answer -vertically
With regard to Flow, challenges that are higher than a player's abilities creates: -
Answer -anxiety
With regard to Flow, challenges that are lower than a player's abilities creates: -
Answer -boredom
In the article regarding Flow, the two games that were designed to discuss
implementation of flow in games were: - Answer -traffic light and flow
Removing lives allows the developer focus on level design. - Answer -true
What does the following formula result with:
(% chance of dying) * (penalty for dying) = - Answer -difficulty
What outlines a developer's deliverables dates and a publisher's funding timeline? -
Answer -milestone schedule
Communication via design documents is preferable over phone conversations and
video conferencing. - Answer -true
Which of the following about Design Documents are true (pick two): - Answer -they
should be at least 30 pages to be effective.
They provide a very valuable paper trail.
You cannot get external funding without one.
They allow designers to get very specific regarding design ideas and imagined
implementation.
In broad terms, the purpose of documentation is to communicate the vision in sufficient
detail to implement it. How it is used by different members of the development team
varies. - Answer -true
What is the recommended length of a game's introduction? - Answer -one sentence
What part of the Design Documents describes the game to a reader as if he/she was
the player: - Answer -Description
Key features should be described in narrative form in a short paragraph or two. -
Answer -false
Marketing strategies are not that important as long as your game is really fun. - Answer
-false
How easy a system is to learn - Answer -learnability
The most critical element with regard to engaging new users is: - Answer -learnability
The element of usability is of most concern for experts of a game is: - Answer -
efficiency
Game designers and developers should always strive to excel in all four areas of
usability. - Answer -false
In game development, User Interface is secondary to coding efficiency. - Answer -false
Luck and skill are mutually exclusive in game design. - Answer -false
Chance-based games are appealing to children. - Answer -true
Balance is created when multiple choices are offered to a player, yet no single best
method always wins. - Answer -true
Low-level decisions that are made in a game are known as: - Answer -tactics
A long-term goal that leads to a winning state is known as: - Answer -strategy
A mechanic that puts a player in a situation where they must choose between things is
called power-ups. - Answer -false
In the DDA article, Adams asserts that settable difficulty levels should be mandatory in
most game genres. - Answer -true
A potential solution for difficulty levels being to widely spaced is: - Answer -slider
DDA (dynamic difficulty adjustment) is suitable for all games. - Answer -false
Which is not a weakness with DDA? - Answer -it improves game pacing
What are the weaknesses with DDA - Answer -players may exploit it
It doesnt work for all kinds of challenges
It can create absurdities
It obviates good level design
Secrets of DDA should be published as part of your game manual. - Answer -false
, Empty space is a consideration in the context of UI desig. - Answer -true
Data is easiest to read when presented: - Answer -vertically
With regard to Flow, challenges that are higher than a player's abilities creates: -
Answer -anxiety
With regard to Flow, challenges that are lower than a player's abilities creates: -
Answer -boredom
In the article regarding Flow, the two games that were designed to discuss
implementation of flow in games were: - Answer -traffic light and flow
Removing lives allows the developer focus on level design. - Answer -true
What does the following formula result with:
(% chance of dying) * (penalty for dying) = - Answer -difficulty
What outlines a developer's deliverables dates and a publisher's funding timeline? -
Answer -milestone schedule
Communication via design documents is preferable over phone conversations and
video conferencing. - Answer -true
Which of the following about Design Documents are true (pick two): - Answer -they
should be at least 30 pages to be effective.
They provide a very valuable paper trail.
You cannot get external funding without one.
They allow designers to get very specific regarding design ideas and imagined
implementation.
In broad terms, the purpose of documentation is to communicate the vision in sufficient
detail to implement it. How it is used by different members of the development team
varies. - Answer -true
What is the recommended length of a game's introduction? - Answer -one sentence
What part of the Design Documents describes the game to a reader as if he/she was
the player: - Answer -Description
Key features should be described in narrative form in a short paragraph or two. -
Answer -false
Marketing strategies are not that important as long as your game is really fun. - Answer
-false