Chris Crawford on Game Design

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iconic systems 

ideas

    for designing planets 

    for economic unions  2nd  3rd  4th  5th  6th 

    for food functions  2nd  3rd  4th  5th 

    for games

        attack of the cellular automata  2nd 

        corporate politics  2nd 

        evolution  2nd  3rd  4th  5th 

        Galilean relativity  2nd 

        lies 

        Mooser-Gooser  2nd  3rd  4th 

        Napoleon in space 

        Napoleonic calvary  2nd 

        self-modifying games  2nd  3rd  4th  5th 

        spies 

        third-world dictator  2nd 

        Volkerwanderungn  2nd  3rd 

        Wheels of Commerce, The  2nd 

    for military factors  2nd  3rd  4th 

    for population design  2nd 

    for productivity functions  2nd 

    for technology transitions  2nd  3rd 

ideas behind games

    Guns & Butter  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th  20th  21st  22nd  23rd  24th  25th  26th  27th  28th  29th  30th  31st  32nd  33rd  34th  35th  36th 

ideas for designing

    planets 

identity

    challenges 

Iliad, The (s/b ital) 

Illuminati 

imagination  2nd  3rd  4th  5th 

implementing

    Gossip  2nd  3rd  4th 

    value systems

        in Balance of the Planet  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th 

incremental design  2nd  3rd 

indirect weapons 

indirection

    conflict  2nd 

indirectness

    conflict  2nd 

InfoCom 

    parsers 

innovation

    politics of  2nd 

input

    linguistic input

        wargames  2nd  3rd 

input devices

    Atari exercise cycle  2nd 

    brainwave headband 

    Dance Dance Revolution 

    eyeball tracker 

    force feedback joysticks 

    force feedback mouse  2nd 

    microphones  2nd 

input structures  2nd 

integrated cut scenes  2nd 

integrity 

intensity  2nd 

    cartoons  2nd  3rd 

    comics  2nd 

    conflict 

        violence  2nd 

    videogames  2nd  3rd  4th  5th  6th 

interaction 

interactive storytelling

    Patton Strikes Back  2nd 

interactivity  2nd  3rd 

    computers  2nd  3rd 

    examples of  2nd  3rd 

    high interactivity 

    how much to have  2nd  3rd  4th 

    low-interactivity products  2nd  3rd  4th  5th  6th  7th  8th 

        ideas for  2nd  3rd 

    measuring  2nd  3rd  4th 

    workload versus payoff  2nd  3rd  4th 

internal animation 

interpersonal relationships

    Excalibur  2nd  3rd 

Interspecies Iconic Language cards 

interstitial stories  2nd  3rd  4th  5th  6th  7th  8th 

    restrictions  2nd 

interview

    on ABC Nightline (s/b ital)  2nd 

intransitive combat relationships  2nd 

inverse parsers  2nd  3rd  4th  5th  6th  7th 

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