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Key Term Review: Level and Environment Design

Total questions: 30

Worksheet time: 21mins

Name
Class
Date
1.

Which of the following best defines the term flow?

a)

the state of being happy and engaged in a game

b)

the state of being engaged and challenged in a game

c)

the state of feeling connected to a character

2.

In game design, flow is achieved through... (mark all that apply)

a)

pacing

b)

balance

c)

good level design

3.

Which of the following are used to restrict player movement in level design?

a)

Constraints

b)

Restraints

c)

Limitations

4.

A well-planned game environment should have a single option for the player to get from point a to point b.

a)

True

b)

False

5.

Offering a player multiple paths to get from point a to point b provides the player with the opportunity to...(mark all that apply)

a)

develop new skills

b)

explore the game environment

c)

become lost

6.

Which of the following can be used as obstacles? (mark all that apply)

a)

enemies

b)

warning signs

c)

rocks

d)

terrain

7.

Which of the following can serve as an environmental clue suggesting that the player NOT touch an object?

a)

spikes

b)

fire

c)

skull and crossbones

d)

cute puppy

8.

Written instructions and verbal cues are the most effective way to provide information to a player about how to play a game.

a)

True

b)

False

9.

It is always better to tell a player how to perform a mechanic than let them figure it out for themselves.

a)

True

b)

False

10.

When used correctly, Breadcrumbs can help a player from getting lost.

a)

True

b)

False

11.

Breadcrumbs are generally fixed and unalterable.

a)

True

b)

False

12.

Which of the following do both Breadcrumbs and Collectables have in common? (mark all that apply)

a)

they are both used to help guide the player through the game

b)

they both help to create fun and flow

c)

they both provide the player with short-term goals

13.

What is the purpose of Power Ups?

a)

to make the player's character more powerful

b)

to provide the player with information and clues

c)

to help guide a player through the game

14.

Open world game environments are superior to linear environments.

a)

True

b)

False

15.

Open world environments require more content (assets) than linear environments.

a)

True

b)

False

16.

Open world environments are generally harder to build than linear environments.

a)

True

b)

False

17.

Which of the following are challenges unique to creating and open world environment? (mark all that apply)

a)

creating enough content to fill the environment

b)

integrating story elements

c)

integrating themes and plot

18.

A closed ending based on plot completion is preferable for open world games.

a)

True

b)

False

19.

Players often want to explore a game even after the main plot is completed.

a)

True

b)

False

20.

Linear games offer the game designer more control over the narrative of the game.

a)

True

b)

False

21.

Which of the following is most responsible for guiding a player through an open world environment?

a)

meshes

b)

heightmaps

c)

sign posting

22.

What is the main purpose of the height map? (choose all that apply)

a)

to determine how high the player is

b)

to help guide the player through the open world environment

c)

to call attention to sign posting

23.

Which of the following best defines the term "soft barriers"?

a)

mesh obstacles that can be traversed

b)

mesh obstacles that can not be traversed

c)

mesh obstacles that are soft to the touch such as grass or bushes

24.

What effect does limiting the viewable area of the game environment accomplish?

a)

it makes the environment seem larger

b)

it help the player navigate the environment

c)

it helps the player locate main points of interest

25.

An open world layout must be large in order for a player to feel that the map is interesting and complex.

a)

True

b)

False

26.

Which of the following are effective techniques to vary the look of a repeatedly used mesh? (choose all that apply)

a)

scale meshes

b)

rotate meshes

c)

break up mesh patterns

d)

repeat mesh patterns

27.

Game meshes should be constructed using real world measurements in order to appear realistic to the player.

a)

True

b)

False

28.

Following the main roads in an open world game will typically take you to the games plot points.

a)

True

b)

False

29.

Which of the following techniques can be used to let the player know that they are headed in the wrong direction? (mark all that apply)

a)

make the road more difficult to follow

b)

provide no "destination" for the player

c)

provide signposts to get the player back on track

30.

Open world maps, points of interest, and plot points can be successfully created using map generating software.

a)

True

b)

False