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QUESTION 1 As a video game designer, chances areyou will not be...

QUESTION 1

As a video game designer, chances are you will not be programming.


True


False



QUESTION 2

In a game, you come to a point where you must choose a card from the opponent's 5-card hand, though you are not allowed to look at your opponent's cards beforehand. What kind of choice is this, and is the act of drawing the card meaningful?


The blind decision, and meaningful because you can pick which card to take.


Obvious decision and meaningful, since you will have to pick a card.


The blind decision, not meaningful because the card picking is random in the absence of any other information.


Trade-off decision, meaningful because it matters which card I take.



QUESTION 3

Which of the following is not an element of games among the formal definitions of games in Chapter 1 of Players Making Decisions?


A defined "win" state.


Governed by rules


Opposition between forces


Contains at least one nontrivial goal


Players feel attached to the outcome



QUESTION 4

In a turn-based game, forcing a player to skip a turn is an example of what kind of decision?


Meaningless decision


Handcuffing decision


Trade-off decision


Obvious decision


Blind decision



QUESTION 5

A highly skilled player that faces an easy challenge is in danger of becoming bored, so this can be mitigated by adding in plenty of harder challenges either before or after the easy one.


True


False



QUESTION 6


In Chess, a player decides to move his rook three spaces to the right of his current position. Is this a meaningful action or choice?


Yes, it is meaningful action. The player could have picked another unit to move or move the rook to another space.


No, it is not a meaningful choice because rooks always move along the cardinal directions.



QUESTION 7

Using Figure 10.1 in Chapter 10 - Anatomy of a Choice in Players Making Decisions, assume you are playing the white side. You move your rook in a straight line from b1 to b5, moving in the normal pattern of a rook. Is moving to that space a meaningful decision?


Yes, as I had a choice of where to move, and the consequences of the moves differ.


No, this is not a meaningful choice, as the rook always has to move in a straight line.



QUESTION 8

In the Guessing Game, players have to guess a number between a range of numbers set by the host. They take turns guessing the right number until someone gets it. Is there any meaningful choice here?


No. Guessing is totally arbitrary by definition and even using some deduction based on earlier guesses is still not enough to be considered a meaningful choice.


Yes. the players have to pick a number, so they are making a meaningful choice.



QUESTION 9

What fact about analog games makes them particularly well-­suited for people trying to understand game design?


Many digital game genres come originally from analog games.


Analog games are easier to make than digital games.


Analog games are simpler in design than digital games.


The analog games market is growing faster than the digital games market.


Analog games expose their rules to the player, while the working of digital games can be obscured by a computer doing all of the evaluation.



QUESTION 10

Why is "idea guy" not a job that actually exists in most cases within the game industry?


Everyone is an idea person.


Ideas need to be tested and refined and are thus incomplete on their own.


Developing ideas takes much more skill than simply having ideas.


There is no way to tell if an idea will truly work before implementing it.


All of the above.



QUESTION 11

What is not a responsibility of a game designer?


Establishing design goals


Facilitating gameplay


See with the player's eyes


Creating the game engine


Communicate with the whole team


QUESTION 12

Which of these is not one of the three conditions that must be met to be in the "flow" of a game?


The person must be involved in an activity with a clear set of goals and progress.


The task must have clear and immediate feedback


The game must make the person feel like they are a part of it


The person must balance between the perceived challenges of the task and his perceived skills. He must see the task as neither too easy nor too hard.


QUESTION 13

What is the purpose of Actions in the GRATIS outline framework?


Actions are the enumeration of the game's rules.


The purpose of the Actions is to give players a choice of where to go in the game, as when they have to decide which path to take.


The purpose of the Actions section is to state sufficiently granular and discrete verbs that players will perform while exchanging with other players, data, or game states.


QUESTION 14

When forming a problem statement for a game, you should choose between a theme or a specific mechanic. This forms a good basis from which to start.


True


False



QUESTION 15

In Risk, you roll dice to determine the result of combat. Study the rules here:


http://www.hasbro.com/common/instruct/risk.pdf.



Which of these is not a meaningful choice in combat?


rolling the dice


deciding which territory to attack


determining which territory to attack from


determining how many territories to attack, assuming you have enough armies to continue attacking with



QUESTION 16

Analog games expose their inner workings (rules). Digital games hide their inner workings through the use of what?


Story


Tutorials


Mechanics


Code


Art



QUESTION 17

According to Chapter 1 in Players Making Decisions, why play bad games?


To support your fellow designers.


To make you better appreciate good games.


To learn from their mistakes and understand them in context.


To learn the clear distinction between good and bad games.


To write down a journal of mechanics that do not work.



QUESTION 18

Which of these is not a typical heuristic element for game designers to consider?


Interest curve


Learning curve


Balance curve


Game Flow



QUESTION 19

What are the likely entry points of a design graduate into a large, established game company?


Testing or level design


Writing stories


Developing mechanics


Writing a Game Design Document


Coming up with cool ideas



QUESTION 20

In the GRATIS framework, what is the significance of the Goals?


Goals are optional rewards to a player.


Goals are the high-level motivating factors that players keep in mind while playing.


Goals are the component steps that a player takes throughout the game.

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"90 and I did the most obvious for the other ones not answered. Thank you"