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WorksheetsIntroduction to Games – Semester Recap Quiz
Total questions: 30
Worksheet time: 23mins
According to Jesper Juul's definition of a game, what do negotiable consequences mean?
The player can argue with the referee about the score.
The rules of the game change every time you play.
The game may or may not have real-life consequences.
The outcome of the game is always the same.
Formal Elements: Which term describes the boundary separating the game world from the real world, where special rules apply?
The Flow Channel
The Ludic Gate
The Magic Circle
The Fourth Wall
What is the main difference between a Remaster and a Remake as defined in the lecture?
A Remaster changes the story, while a Remake only changes the audio.
A Remaster is a completely new development of an existing game, while a Remake just improves resolution.
A Remaster improves graphics/compatibility of the original game; a Remake is a completely new development of an existing game.
There is no difference, the terms are interchangeable.
Which game is widely considered the first commercially successful arcade game (1972)?
Computer Space
Spacewar!
Pong
Tennis for Two
Which event significantly impacted the video game industry in 1983?
The release of the Nintendo Entertainment System (NES) in the US.
The North American Video Game Crash.
The invention of the CD-ROM.
The founding of Sony PlayStation.
Tennis for Two (1958) was displayed on which type of device?
A standard television set
A vector monitor
An oscilloscope
A teletype printer
In the MDA framework, what constitutes the Aesthetics?
The emotional response evoked in the player.
The visual art style and sound design of the game.
The code and algorithms running in the background.
The rules and mechanics written in the design document.
Which of the following is not one of Bartle's Player Types?
Achiever
Explorer
Killer
Storyteller
How does the MDA framework describe the relationship between the designer and the player?
They both view the game primarily through Mechanics.
The designer creates Mechanics to create Dynamics, which lead to Aesthetics for the player.
The player influences the Mechanics directly, which changes the designer's view.
The designer focuses on Aesthetics, while the player focuses on Mechanics.
According to Csikszentmihalyi's Flow Theory, when does Flow occur?
When the challenge is very high and the skill is very low (anxiety).
When the challenge is very low and the skill is very high (boredom).
When there is a balance between the challenge of the task and the skill of the player.
When the player stops playing the game to rest.
What is an Affordance in the context of level Design?
The monetary cost of building a level asset.
A visual property that implies how an object can be used.
A hidden area that players must find.
The difficulty curve of a specific level segment.
Which spatial composition type relies on a central safe area from which players travel to distinct levels and return?
Linear Corridor
Rhizome
Hub-and-Spoke
Open World
When creating level design diagrams: Which camera perspective uses parallel projection, in which objects do not appear smaller as they recede into the distance?
First Person
Third Person
Isometric
Two-Point Perspective
In character design, what is the primary purpose of a strong silhouette?
To save memory by reducing texture usage.
To make the character instantly recognizable and readable, even without details.
To make the character look mysterious.
To allow for easier animation rigging.
Which game is cited as a prime example of Environmental Storytelling and Environment Art as Puzzle?
Ori and the Blind Forest
The Witness
Braid
Passpartout: Starving Artist
An ammo counter that appears physically on the gun model within the game world is an example of which interface type?
Non-diegetic
Diegetic
Meta
Spatial
What defines a Non-diegetic interface element?
It exists in the game world and the characters can see it.
It is only visible to the player and does not exist in the fictional game world.
It is represented in the 3D space but characters ignore it.
It is a physical controller used by the player.
In interface design, what does Mapping refer to?
Creating the mini-map for the level.
The artistic texture applied to UI buttons.
The relationship between physical input/output and the virtual interface/world.
Charting the player's brain activity to gather information if an interface is understood.
What is the primary difference between Quality Assurance (QA) and Playtesting?
QA is for fun; playtesting is for work.
QA focuses on finding bugs; playtesting focuses on evaluating the player experience.
QA is done by players; playtesting is done by developers.
There is no difference.
Which method involves asking players to verbalize their thoughts and feelings continuously while playing?
Focus Group
Heuristic Evaluation
Think-Aloud
Post-game Questionnaire
Heuristic Evaluation involves:
Measuring the heart rate of players.
Experts reviewing the game based on a set of established rules of thumb.
A large survey sent to thousands of players.
Analyzing gameplay metrics automatically.
In the 4 Layers Approach to narrative design, what is the purpose of Layer 2: Narrative Goal?
To remove all gameplay and show a cutscene.
To explain the backstory of the universe.
To provide a short-term narrative reason for the current gameplay action.
To test the player's reflexes.
According to the Core Elements of Storytelling in games, why should progression blocks (getting stuck) be avoided in story-heavy games?
Because the player's focus shifts from the narrative to the frustration of solving the problem.
Because puzzles initiate a switch to their own narrative.
Because it breaks the flow state.
Because then actions are not connected to important happenings.
What was the initial core concept/prototype for The Unfinished Swan?
A racing game with swans.
Painting a blank white room with black paint to reveal the geometry.
A complex RPG with inventory management.
A horror game set in a dark forest.
What is a key difference between Moods and Emotions?
Emotions last longer than moods.
Moods have distinct facial expressions; emotions do not.
Emotions are shorter in duration and have identifiable triggers; moods last longer.
Video games can only trigger moods, not emotions.
Visceral, Cognitive, Social, and Fantasy are described as four levels of:
Difficulty
Types of Immersion
Player Projection
Player Motivation
Which design choice in Journey strongly influenced the social emotion of the game?
Including voice chat so players can talk.
Removing arms/combat and limiting communication to a musical chime.
Giving the player a gun to protect the other player.
Displaying the other player's username above their head.
Ludology is the study of games primarily as:
Storytelling mediums (narratives).
Rule-based systems and mechanics.
Visual art forms.
Economic products.
What is Procedural Rhetoric (Ian Bogost)?
The automated adjustment of difficulty based on player skill.
The practice of using game processes to make an argument or convey a message.
The way NPCs speak in games.
The algorithmic generation of branching storylines.
What is the main goal of Games User Research (GUR) in the industry?
To write academic papers about game history.
To train AI to play games better than humans.
To support development by providing unbiased data to improve usability and player experience.
To determine the age rating of a game.
