Chris Crawford on Game Design

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M.U.L.E. 

Macintosh 

    strengths and weaknesses 

Magic the Gathering 

Manhole, The 

manuals

    for Excalibur 

maps 

    building

        for Balance of Power  2nd  3rd 

    Excalibur  2nd 

    hexgrid maps 

    hexgrids 

    provinces 

        building  2nd 

    rubber maps

        Balance of Power 

    scrolling maps  2nd 

    Tanktics  2nd  3rd  4th  5th  6th 

    terrain  2nd  3rd  4th  5th 

marketing 

    Tanktics  2nd  3rd 

Maroney, Kevin 

Mask of Command, The (s/b ital) 

Maya Indians

    calendars 

MazeWar 

measuring

    interactivity  2nd  3rd  4th 

media

    dealing with  2nd 

Meditations, The (s/b ital) 

Meier, Sid  2nd 

memory

    Balance of Power  2nd  3rd 

    requirements

        for Excalibur 

men

    conflicts  2nd 

    place in game design  2nd  3rd 

Menconi, Dave 

Meninsky, Carla 

Metamagical Themas (s/b ital) 

metaphorical play  2nd  3rd 

microcomputers 

microphones  2nd 

military factors

    ideas for  2nd  3rd  4th 

Miller, Joe 

Mindscape 

mistakes

    conceptualizing by topic rather than content  2nd  3rd 

    cosmetics  2nd  3rd  4th 

    incremental design  2nd  3rd 

    storyboards  2nd  3rd  4th 

    tools

        over-reliance on  2nd  3rd  4th  5th  6th 

    with the press  2nd 

Modem Wars 

Moira 

money

    versus art  2nd  3rd 

Monopoly 

Mooser-Gooser  2nd  3rd  4th 

Moral Animal, The (s/b ital) 

Moria 

Mortal Kombat 

mountains

    adding  2nd 

mouse

    force feedback mouse  2nd 

mouses 

moves

    planning in wargames  2nd  3rd 

movies

    Final Fantasy (s/b ital)  2nd 

    Jurassic Park (s/b ital) 

    Shrek (s/b ital)  2nd 

        violence 

movies.   [See cinema]

moving

    through rooms

        Excalibur  2nd 

multi-factor economic diagrams 

multiplayer games  2nd  3rd 

multliplayer games  2nd  3rd  4th 

Myst  2nd 

    storytelling 

Mythical Man-Month, The (s/b ital) 

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