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CompuScholar Chapter Thirteen: Game Design Strategies Exam Revie

Total questions: 20

Worksheet time: 10mins

Name
Class
Date
1.

Which of the following answers lists the classic steps of the waterfall development cycle, in order from first to last?

a)

requirements, design, implementation, testing

b)

design, requirements, testing, implementation

c)

implementation, design, requirements, testing

d)

testing, requirements, design, implementation

2.

In which of the development cycle stages will you describe how your code will be written to support all of the game features?

a)

design

b)

requirements

c)

implementation

d)

testing

3.

Which of the following steps is NOT part of a normal "requirements" phase of the development cycle?

a)

Writing a design document

b)

Brainstorming

c)

Writing a game proposal

d)

Storyboarding

4.

What is the output of a brainstorming session?

a)

An informal list of game ideas and main game features

b)

A requirements document

c)

A design document

d)

A detailed list of all the images and sounds you'll need for the game

5.

Which of the following is NOT normally a part of a requirements document (game proposal)?

a)

A description of the Unity components needed for each sprite

b)

A list of the game rules

c)

A description of how the user inputs should trigger game actions

d)

A description of how the user inputs should trigger game actions

6.

. What kind of feedback might you receive from a professional game designer?

a)

All of these and more

b)

Guidance on how to implement game features

c)

Suitability of the game for a particular market

d)

Advice on game balancing and tuning

7.

Why do many games use arrow keys for up / down / left / right movement?

a)

This is a common game mechanic that is well-understood by most players

b)

Other keys are all dedicated to other tasks

c)

These are the only possibly keys you can use for those particular inputs

d)

The arrow keys are processed more quickly than other keys on the keyboard

8.

What common game mechanic can you use to keep your game from doing the same thing over and over again?

a)

Randomization

b)

Extra Lives

c)

Taking Turns

d)

Health

9.

If your game increases the fire rate of a player each time the player shoots and hits a target, what have you created?

a)

A positive feedback loop

b)

A loot reward system

c)

A negative feedback loop

d)

A victory loop

10.

Which of the following characteristics is most likely to make a player quit playing a game?

a)

Boring

b)

Creative

c)

Rewarding

d)

Intuitive

11.

Why might you decide to tell a story within a game?

a)

All of these are good reasons to tell a story

b)

To help introduce new parts of the game or guide player actions

c)

To help players emotionally identify with the game

d)

To provide background before the game gets started

12.

Which of the following will best contribute to a sense of player immersion?

a)

An interesting story

b)

Low-quality graphics and no sound effects

c)

User input controls that are complex and challenging to use

d)

All of these are true

13.

If your game uses flashbacks, re-tells a story from different perspectives, or moves forward in time at irregular rates, what kind of storytelling are you using?

a)

Non-linear storytelling

b)

linear storytelling

c)

Confusing storytelling

d)

Non-fictional storytelling

14.

If you are creating a car racing game, how might you allow the player (driver) to "level up"?

a)

Give the driver more car options (better engines, tires, etc.) as he or she wins races

b)

Allow the drive to move to other tracks of the same difficulty as he or she wins races

c)

Increase the challenge from the computer-controlled cars in the next race

d)

Give the other drivers a head start in the next race

15.

Which of the following might you introduce with new game levels?

a)

All of these and more

b)

New maps

c)

New enemies

d)

New game mechanics

16.

If you increase or decrease the challenge of computer-controlled cars in a racing game to match the skill level of the human player, what have you created?

a)

Dynamic difficulty levels

b)

Non-linear storytelling

c)

An overall difficulty setting

d)

A brand new game mechanic

17.

Which of the following is the most direct risk if you begin coding without first creating a design document?

a)

You may have to backtrack and throw away code

b)

Your game is guaranteed to be unplayable

c)

You may not have time to find or create the best graphics

d)

Your game will tend to be less creative than most

18.

Which of the following concepts or Unity elements might be described in a design document?

a)

All of these and more

b)

Sprites

c)

Scripts

d)

Data Management

19.

What can another developer most likely do with your design document?

a)

Create the project and write the code, if the design document is well-written

b)

Use the design document to test your game

c)

Use the design document to write a game proposal

d)

All of these are equally likely

20.

Why might you use an empty Controller design pattern in your game?

a)

To create a place that can manage central game logic and data

b)

To prepare an object to be cloned

c)

To provide a an empty shell that can be used by artificial intelligence algorithms

d)

As a starting point for a visible, on-screen sprite