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GAME DESIGN FINAL QUESTIONS & ANSWERS

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GAME DESIGN FINAL QUESTIONS & ANSWERS

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GAME DESIGN
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GAME DESIGN
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GAME DESIGN

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Uploaded on
September 19, 2025
Number of pages
6
Written in
2025/2026
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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
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