Title: Theory / Unimportant / Art / Game / Theory of fun

Name: Cognate
Definition: Words that derive from a common root and are similar in
meaning, even though they are in a different language
Page: 231
Chapter: 1

Name: Games as vertices
Definition: A game which can be modelized as having pieces on a formal graph
Page: 232
Chapter: 1

Name: fusiform face area
Definition: Part of the brain used to recognize a particular instance in a class
Page: 234
Chapter: 2
Example: recognize the bird species
Intuition: It serves to recognize who is the face you see

Name: A chunk
Definition: A collected unit of information with a single easy-to-remember label
Page: 235
Chapter: 2
Example: a celebrity or a family member is a chunk; one person in the subway is not in general
Example2: taking a shower (without thinking about adjusting temparature, soap, tower...)

Name: Chunking
Definition: splitting something you must consider into chunk
Page: 235
Chapter: 2

Name: Chunked pattern
Definition: A sequence of chunk always done in the same order
Page: 235
Chapter: 2
Context: Theory of fun
Name2: schemata

Name: Noise
Definition: a pattern we don't understand
Page: 24
Chapter: 2
Context: Fun game

Question: what may cause boredom in a game
Answer: too easy (e.g. tic-tac-toe, or no opponent)
Page: 44
Chapter: 2
Context: Fun game
Answer2: game as too much complexity that is not worth learning (go don't only require to learn the rules, but also the strategy)
Answer3: The player might fail to see any pattern
Answer4: The game does not change quick enough, ond so the player quit while it's too easy
Answer5: the game might change too quick, not leaving time to learn
Answer6: the player may actually have mastered all game

Name: A good game (according to Raph Koster)
Definition: A game that teaches everything it has to offer before the palyer stop playing
Page: 46
Chapter: 2
Context: Fun game

Name: Gamification
Definition: use the
trappings of games (reward structures, points, etc.) to make people engage more with product offerings
Page: 50
Chapter: 4

Name: 3-D on rails
Definition: games that have a 3-D representation
but do not permit you to move freely through the environment
Page: 70
Chapter: 4

Name: True 3-D
Definition: A 3D game that is not on rail
Page: 70
Chapter: 4

Name: Platform game
Definition: Any of a broad class of games where you attempt to
traverse a landscape collecting objects or touching every space on the map.
Page: 70
Chapter: 4
Etymology: originally featured platforms as their setting

Question: The two kinds of platform game
Answer: Get to the other side
Page: 70
Chapter: 4
Answer2: Visit every location

Name: Secret
Definition: An object hidden somewhere in a game.
Page: 72
Chapter: 4
Context: Game
Intuition: Offer additional axis for success in order to reward thorough exploration

Name: Pick-up
Definition: game object that grants new abilities to the
player when collected
Page: 72
Chapter: 4
Context: Game
Example: large dots
Example2: jumpman's hammer
Applied to: packman
Applied to2: original donkey-kong

Name: Quantized model
Definition: A model that represents a continuous data by fitting it into a pattern
Page: 76
Chapter: 4
Context: Game
Example: representing gray as 256 values

Name: Combo
Definition: A series of move that bring a reward
Page: 76
Chapter: 4
Context: Game
Example: extra dommage if you had the time and skill to perform an attack pattern correctly

Name: shott 'em up
Definition: a subgenre of shooter games, ones that embrace the limitations of 2-D graphics.
Page: 78
Chapter: 4
Context: Game
Abbreviation: shmup

Name: Formal game
Definition: A game, without art, named portion, just a formal mathematical/physical description of the action and states possible
Page: 80
Chapter: 5
Context: Game

Name: Plot
Definition: A sequence of casual event created by an author
Page: 88
Chapter: 5
Context: Game

Name: Narrative
Definition: a sequence of events from a perspective: “and then this happened.
Page: 88
Chapter: 5
Context: Game

Name: A story
Definition: the narrative constructed out of interacting with a plot.
Page: 88
Chapter: 5
Context: Game

Name: sensawunda
Definition: sense of wonder
Page: 94
Chapter: 5
Context: Game

Name: Ludeme
Definition: An atom of game
Page: 120
Chapter: 7
Example: Explore everything

Question: Succesful game usually contains
Answer: Preparation
Page: 122
Chapter: 7
Context: Game
Answer2: A sense of space
Answer3: A solid core mechanic
Answer4: A range of challenge
Answer5: A range of abilities required to solve the encounter
Answer6: Skill required in using the abilities

Question: What is the problem with a game which do not require preparation
Answer: It entirely relies on chance
Page: 122
Chapter: 7
Context: Game

Question: What is the problem with a game without sense of space
Answer: The game is said to be trivial
Page: 122
Chapter: 7
Context: Game

Question: What is the problem with a game without core mechanic
Answer: There is no game system at all
Page: 122
Chapter: 7
Context: Game

Question: What is the problem with a game without range of challenge
Answer: It gets quickly exhausted
Page: 122
Chapter: 7
Context: Game

Question: What is the problem with a game without multiple choices to make
Answer: The game is simplistic
Page: 122
Chapter: 7
Context: Game

Question: What is the problem with a game which do not require skill
Answer: it is tedious
Page: 122
Chapter: 7
Context: Game

Name: Kitchen sink design
Definition: A design where a game contains just more and more puzzle just for the sake of it
Page: 129
Chapter: 7
Context: Game

Name: Emergent behavior
Definition: A pattern that emerge spontaneously out of the rule, not expected by the designer
Page: 129
Chapter: 7
Context: Game
Example: ladders derive from the rules without ever being mentioned in them
Applied to: Go

Question: What is the problem with emergent behavior in games
Answer: Emergent behavior may lead to loopholes, rendering the game trivial once discovered
Page: 130
Chapter: 8
Context: game

Question: When multilpe character are offered to player what is the usual behavior of player
Answer: Chose one and stick to it
Page: 134
Chapter: 8
Context: game

Name: The apollonian style
Definition: Considering the medium as a medium and paying interest to what the medium allows to do
Page: 138
Chapter: 8
Context: art

Name: The dionysian style
Definition: Considering the medium as a way to say something
Page: 138
Chapter: 8
Context: art