EST310 / ISE340 Midterm Review
This online review is intended to be used as a study guide for the midterm exam.
Here you will find a series of questions related to the material we will have
covered. These questions are representative of the questions that will appear
on the exam. Chapter and section references correspond to chapters and sections
in Salen & Zimmerman's textbook, Rules of Play.
I strongly suggest that you work with other students in the class
on these questions. That way you can check each other's answers ... and
possibly give one another insights that you might not otherwise have.
Chapter 2: Design process
- What is iterative design? Why is this a good approach to take?
Chapter 3: Meaningful play
- What is meaningful play?
- What is the significance of discernability and integration?
Chapter 4: Design
- What does a game designer do?
- What are semiotics?
- Give an example of how signs are used in a game.
Chapter 5: Systems
- What are the 4 elements of any system?
- What are the 3 framings of a system?
- Compare and contrast an open system to a closed system.
Chapter 6: Interactivity
- Explain the 4 modes of interactivity in a game
- What is designed interaction?
- What are the 5 stages of an action>outcome event? Give an example of how not considering these will make for a less satisfying game.
- Compare and contrast macro and micro choices.
- What is the significance of the space of possibility?
Chapter 7 & 8: Defining games & digital games
- What is a game? (This can be different from the book's definition if you can defend your answer.)
- Compare and contrast games and play.
- What traits distinguish digital games from other games?
Chapter 9: Magic circle
- What is the magic circle of a game?
- What defines a lusory attitude?
Chapter 10: Primary schemas
- What is a schema? How is it used in game analysis?
- Which types of schemas can we use in examining games?
- What are the characteristics of a schema?
Chapter 11-13: Rules
- What are rules?
- What (in general) are the characteristics of game rules?
- What are the 3 levels of game rules?
- What makes rules elegant?
- Compare and contrast game rules and game code (in a digital game).
- How do 3 levels of game rules relate to a digital game?
Chapter 14: Emergent systems
- What is an emergent system? What is the relationship to complexity?
- Explain how interactions can be coupled and context-dependent.
- What is bottom-up behavior?
- How is game design a second-order design problem?
Chapter 15: Systems of uncertainty
- Compare and contrast macro and micro levels of uncertainty in a game.
- What can cause a feeling of randomness?
- How can probability impact the playing of a game?
- How can uncertainty break down?
Chapter 16: Information theory systems
- What is information theory?
- What is the definition of information in this system?
- Explain the roles of noise and redundancy in a game.
Chapter 17: Systems of information
- What are 4 kinds of information in a game?
- What is the definition of information in this system?
- How does perfect information, vs. imperfect information, affect the playing of a game?
- Compare and contrast objective and perceived information.
Chapter 18: Cybernetic systems
- What the 3 elements of a cybernetic system?
- What are the characteristics of a negative feedback loop? How can it help a game? How can it hurt?
- What are the characteristics of a positive feedback loop? How can it help a game? How can it hurt?
- What is a dynamic difficulty adjustment?
Chapter 19: Game theory systems
- What is game theory?
- What is a decision tree? How might it be used in game design?
- What are the assumptions about a game theory game?
- What is a payoff function? What is a zero-sum game?
Chapter 20: Systems of conflict
- What types of conflict can arise in a game?
- How can all games be both competitive and cooperative? Give examples.
- Compare and contrast system and player cooperation
- What is a level playing field?
- What is a goal?
- Why must victory & loss conditions be designed?
Chapter 21: Breaking the rules
- What are the 5 player types?
- What is a degenerate strategy?
- Why is it important to consider how the rules may be broken in a game?