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Game Structure

Total questions: 23

Worksheet time: 12mins

Name
Class
Date
1.
Fun Mechanics
a)
Task, skill, action or puzzle that is enjoyable to the player
b)
Joking Mechanic
c)
Reality TV Show
d)
Hit Movie
2.
What is a Motivator in a game?
a)
Aliens from Planet 51
b)
A conveyor belt to move cattle
c)
Incentives for players to continue playing the game
d)
Similar to a Terminator
3.
Reactive Controls
a)
Managed action between two or more chemicals
b)
Chemistry Lab Remotes
c)
A TV remote
d)
Speedy and accurate execution of the player's control of a mechanic.
4.
Original Style in Games
a)
The first style invented
b)
New arrangements of familiar mechanics or new unseen mechanics or themes
c)
Barbecue sauce
d)
Fashion Design
5.
What are Objectives?
a)
in-game goals for the player to accomplish or master
b)
Resistance to a statement
c)
Items in a Game
d)
Parts of Grammar
6.
Conflicts
a)
Political Pressure
b)
People placed in Jail
c)
Items or NPC keeping you from reaching the game objective
d)
Movies about people trying to swindle you
7.
Outcomes in a Game
a)
Opposite of Incomes
b)
Direction a player moves
c)
An Extrovert
d)
Consequences of game play
8.
In-Game Economies
a)
A structure inside a game to manage assets and their respective value in comparison with other assets.
b)
Political Party
c)
The Stock Market
d)
Opposite of Out-Game
9.
Virtual Currency
a)
An electrical charge
b)
Something you see currently
c)
Money system to buy assets in a game
d)
Accepted anywhere you shop
10.
Micro-Transactions
a)
Transactions visible only through a microscope.
b)
Players spend real money in small amounts to buy virtual game assets or access.
c)
Transactions made with a microwave.
d)
A small game engine
11.
Allows the player to sell their assets to other players at a negotiated rate or a bidding process.
a)
Auction Houses
b)
Bank
c)
Turn-based Game Mechanic
d)
Chance Card
12.
no matter how complex its design and function, must be easy to comprehend for the Player
a)
Tight Concept
b)
Architecture
c)
Game Ethics
d)
IKEA setup instructions
13.
Designing interactions with the interface to be easy to navigate and organized to be pleasing to the eye
a)
Intereactor Servo
b)
Clutter Downsizing
c)
Method to modify an existing game
d)
Smooth Interface
14.
For a game mechanic to be considered "tight", it must be ___________, as well as entertaining.
a)
Repetitive
b)
Rated Teen
c)
Easy to comprehend
d)
Profitable
15.
Which of the following is not generally a requirement of a fun mechanic?
a)
Mechanic is visually impressive
b)
Mechanic is easy to identify
c)
Mechanic is easy to learn
d)
Mechanic is meaningful
16.
No matter how good or meaningful a mechanic is, it can be ruined by:
a)
Players with poor skills
b)
Non-Reactive controls
c)
A poor soundtrack
d)
Annoying Neighbors
17.
Making players want to develop their skills in a game is often a matter of offering:
a)
Extra lives
b)
Leaderboards
c)
Cash prizes
d)
In-game motivators and rewards
18.
A player's in-game goals are called:
a)
Conflicts
b)
Objectives
c)
Outcomes
d)
Selfish Modifiers
19.
The consequences of a player's success or failure at an in-game task are called:
a)
Outcomes
b)
Score totals
c)
Luck
d)
Flow
20.
Games that allow players to purchase in-game items or power-ups outside of the gameplay itself are said to have what kind of game economy?
a)
Socialism
b)
Unfair
c)
Micro-transactions
d)
Barter system
21.
What is the name for an in-game market that where supply and demand for purchasable items are determined by the players themselves?
a)
Auction house
b)
Flea Market
c)
Clearance house
d)
Macro-transaction
22.
Why are games that offer micro-transactions often criticized by players?
a)
They give too many in-game advantages to those who are willing to pay extra
b)
They can't afford to play
c)
They never have good items for sale
d)
Because its unfair diversity
23.
Games do not have to invent new mechanics if they focus on:
a)
Cute characters
b)
Free to play initially
c)
An original style
d)
Friends' recommendations