Game design terms you may not know
####For those in the Community who are curious:
|Term| Definition|Example|Further Information provided by Extra Credits when possible| |- |[_] Creep| The phenomena of expectations defining ‘new’. |Power Creep is the term for when the average power level of an aspect of a game is increased, causing unchanged elements to seem “weaker”| https://www.youtube.com/watch?v=pKzJWoZWMOI https://www.youtube.com/watch?v=Bxszx60ZwGw | | |Gating |This term is used for a limiting factor against use of a gameplay element | Cooldown, Mana Cost, Energy Cost| | | |Counter-play| Essentially, the options available to the receiver of a game element |Dodging, Resistances| https://www.youtube.com/watch?v=BRBcjsOt0_g | | |Risk-Reward| The ratio of ‘possible risk’ to ‘possible pay-off’ of a game element, usually used synonymously with “Skill Balance” | [High: Lissandra jumping into a teamfight to ult] ; [Low: Nidalee tossing out a spear] | | | | Tuning | The act of fiddling with a game element's stats or "numbers", but not changing the fundemteal way they interact with the rest of the game | Patch Balances || | | Use Case | The defining intended criteria for using a game element | [spell--> damage] ; [spell-shield --> incoming spell] | | | |Perfect Imbalance| The ideal of a perfectly tuned game that has defined stronger aspects and defined weaker aspects to prevent game stagnation. Requires constant re-tuning. | Constant Patches, Meta (Meta is more of a result of this) | https://www.youtube.com/watch?v=e31OSVZF77w | | |Power Budget| An ideal calculation of damage + utility + defense + other effects that qualitatively shows where a champion's power level rests compared to the rest of the game. And the budget is the theoretical 'max'. | | | | | Skill Balance | The act of balancing for more rewards for more thought into the game. Driving force to 'learn the game' | Yasuo, LeBlanc, Orianna | https://www.youtube.com/watch?v=EitZRLt2G3w | | | Satisfaction Factor | Visible and noticeable results from a player choice | | | | | Feedback Loop | The game's "response" to an action. Can be positive or negative. | [**Negative: **Death timer, Damage] [Positive: "PENTAKILL, league promotion, log-in screen] | | | | Microtransactions | The practice of small payments within a larger system. In gaming context, this will buy a certain game element in the hopes of funding the larger system: the game itself. | RP, skins | https://www.youtube.com/watch?v=WXA559KNopI | | | Intuitiveness | How "natural" an ability, combo, or other game element seems. This factor is often used to subtly direct a player to a location or action without explicity telling them. | Turret aggro pings, champion them-->gameplay, kit internal synergy | | | | Synergy | When two elements of a game are either meant to work with one another or is favorable for a player top do so. | Combos, range overlap | | |
I'm not a game designer in any way (yet, I hope), so if I'm confusing or just wrong anywhere call me out on it please!
Made this page to expand on a section in this post when I realized it could justify a post in itself.