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Mechanically speaking...

Total questions: 13

Worksheet time: 4mins

Name
Class
Date
1.

Generally speaking, mechanics are….

a)

Computer languages

b)

3D graphics

c)

The procedures and rules of your game

d)

Other players

2.

When we talk about mechanics and space we mean…

a)

Distance between the player and the keyboard

b)

How players sit together and play games

c)

Boundaries, the world, maps, layouts, mazes

d)

The whitespace in the programming document

3.

In terms of mechanics, which of these does not belong?

a)

Objects like collectibles (ex. Wood, stone in Minecraft)

b)

Health level

c)

Physical game controllers

d)

Game start and/or end screens

4.

What is a sprite sheet?

a)

Parchment soaked in Sprite

b)

An image file that contains several smaller graphics arranged in a grid

c)

Rules for the actions players can accomplish through their avatars

d)

Scalable vector graphics

5.

Running, jumping, spell casting, attacking, flying, and dying are examples of what kind of mechanic?

a)

Space

b)

Objects

c)

Actions

d)

Skill

6.

Rules are mechanics that specify (select the statement that does not match)

a)

The time players have to complete a level

b)

The amount of damage taken until a loss of life

c)

The particular emotion players feel when playing the game

d)

How many players can join a game

7.

Which is not a representation of a skill-based mechanic?

a)

Game progression based on puzzle solving

b)

Game progression based on dice rolls

c)

Game progression based on multiplayer combat

d)

Game progression based on resource management and/or diplomacy

8.

Which kind of play type best fits with a chance-based game mechanic?

a)

Agon

b)

Alea

c)

Mimicry

d)

Ilinx

9.

Chance-based mechanics are always obvious to players.

a)

True

b)

False

10.

Game dynamics are:

a)

Patterns of play that emerge from game mechanics

b)

Patterns of play that emerge from player skill levels

11.

Meta-game dynamics are:

a)

negotiations, discussion, alliances, online trash talking

b)

Game reviews

c)

Leveling-up items and characters

d)

Spell casting and crafting

12.

When designing games, it’s best if designers begin with

a)

Establishing player avatars

b)

Prioritizing game states and mechanics

c)

Working from a central theme

d)

There are no rules for how to begin a game design

13.

Goals are the most fundamental rule-based mechanic. Goals are usually:

a)

unclear, unachievable, unrewarding

b)

concrete, achievable, rewarding

c)

boring, meaningless, confusing

d)

difficult to describe