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COMP4002/GAM Games Revision Exam • Changes • 24 hours/1 hour • Marked out of 100 • Answer all questions • Read all questions and
pay attention to the wording • Knowledge • Bookwork, recall of factual information • Comprehension • Or ‘understanding’,
where students are asked to perform such actions as to describe, explain, classify ideas or concepts • Application
• Undertake an ‘unseen’ task by using knowledge in a new way Categorising Games • What is a game?
• Games as a subset of play • Play is a component of games • Design philosophies • Simulation, narratology, ludology
Genre classifications • Mechanics and Core mechanics • Define • Examples • Pervasive and Serious Games, Gamification Meaningful Play
• Actions and outcomes • Discernable, integrated, descriptive, evaluative • What? • Understanding Interactivity
• Cognitive, functional, explicit, cultural • Meaningful choice • Micro • Macro • Failure states • > Anatomy of choice • Mechanics, Dynamics,
Aesthetics Elements of Game Design • Formal Elements of Game Play • x8 • Dramatic Elements of Game Play • Challenge • Pure and applied • Uncertainty and risk • Play •
Premise • Narrative Progression and Balance • Flow • Elements of enjoyment • Dimensions of challenge • Expected increase in skill
• Progression • Mechanisms for • Poor forms of progression • Balance • Dominant strategies • Transitive and intransitive relationships
• Dynamic balance • Feedback mechanisms Premise and Narrative • Narrative components • Premise vs story • Characters • Conflict • Dramatic Arc
• Storylines • Linear, branching, concurrent Game Architectures • Separation of work • Data-driven design
• Components and subsystems • What’s in a game engine? • Game Loops • Different kinds • Software design patterns
• MVC vs Component Multiplayer • Software design patterns • Client-Server architectures • Issues with real time • Lag, bandwidth, reliability
• Approaches for • Replication, authority, prediction Physics and Motion
• Kinematics and Dynamics • Issues and errors • Collision Detection • Issues and approaches • Collision Resolution • Approaches and approximations Q1 (17/18)
This question concerns player experience. a) By giving a general example, state and describe the three values that can be used to quantify
the difficulty of a game at any given time. With a diagram describe and illustrate how these might be expected to change over time,
and state a particular property of this change that is required to avoid the player becoming bored. [5 marks] b) In broad terms,
categorise the dramatic elements of game design of an existing video game that you have experience of playing. [5 marks] c)
Describe and illustrate how the level design or sequence of levels in the game give rise to an appropriate sense of progression for the player. [5 marks]
Q2 (18/19) This question concerns principles of game design a) State what is meant by the term “core mechanic” and give an example from a game of your choice. [3 Marks]
b) Tracey Fullerton identifies 8 formal elements that can be used to describe a game as a formal system.
State and briefly describe these elements with reference to the game from your answer to part a).