Andrew Rollings and Ernest Adams on Game Design

[SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Y] [Z]

A-life games.   [See artificial life games ]

AARON

       procedural scene representations  

abstract games  

abstraction  

       versus realism   2nd  

abstraction model

       for strategy games  

acceleration (athlete rating)  

accuracy

       in coordination challenges  

acquired characteristics, inheritance of

       genetic A-life games   2nd  

action games   2nd   3rd  

       design issues   2nd  

       difficulty level of   2nd  

       elements of

               interaction model   2nd  

               perspective   2nd  

               rules   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   37th   38th   39th  

                user interface design   2nd   3rd  

               victory conditions   2nd   3rd   4th  

       future of   2nd  

       genres of   2nd  

               non-shooters   2nd   3rd   4th  

               shooters   2nd   3rd   4th   5th   6th   7th   8th  

       patterns in   2nd   3rd  

               boss characters   2nd   3rd   4th  

               checkpoints   2nd   3rd  

                collectibles   2nd  

                dungeon exits   2nd  

               energy   2nd  

                hyperspace   2nd   3rd  

               levels   2nd  

               lives   2nd  

               locked door and key   2nd  

               mini-maps  

               monster generators   2nd  

               power-ups   2nd  

               score   2nd  

               smart bombs   2nd   3rd  

               time limits   2nd  

               waves of enemies   2nd  

               wildcard enemies   2nd  

       worksheet   2nd  

action-adventure games   2nd  

active balancing  

active objects

       identifying in adventure games   2nd  

adaptive difficulty in gameplay

       dangers of  

adaptive music

       user interface design   2nd  

ADD (Advanced Dungeons and Dragons)

       character statistics  

       class system rules  

add-on devices

       for home video game consoles  

       for PCs   2nd  

Advanced Civilization

       strategy games  

Advanced Dungeons & Dragons

       temporal dimensions of game worlds  

Advanced Dungeons and Dragons

       refusal of call to adventure  

Advanced Dungeons and Dragons (ADD)

       character statistics  

       class system rules  

Adventure

       adventure games   2nd   3rd  

       gameplay in adventure games  

       history of adventure games  

       interaction model in adventure games  

        opposite -reaction puzzles in adventure games  

adventure games   2nd  

       action- adventures   2nd  

       Adventure   2nd  

       design issues

               journal keeping  

               maps   2nd  

               NPC conversations   2nd   3rd   4th   5th   6th  

               what to avoid   2nd   3rd   4th   5th   6th   7th   8th   9th   10th  

       elements of

               challenges   2nd  

               gameplay   2nd   3rd   4th   5th  

               interaction model   2nd  

               perspective   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th   12th  

               player roles   2nd  

               setting   2nd   3rd   4th  

               storytelling   2nd   3rd   4th   5th   6th   7th   8th  

               user interface design   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th   12th   13th   14th   15th   16th   17th  

       future of   2nd   3rd   4th  

       history of   2nd  

       reasons for playing   2nd  

       replayability of   2nd  

       The Secret of Monkey Island case study   2nd  

       user interface design

               evolution of   2nd   3rd   4th   5th   6th   7th   8th  

       worksheet   2nd  

advisors

       in CMSs   2nd   3rd  

aerial perspective  

aesthetic competence (characteristics of game designers)   2nd  

aesthetics

       principles of in game design   2nd  

aesthetics of user interface design

       versus functionality   2nd  

aesthetics of user interface design.   [See also visual element (user interface design)]

Age of Empires

       anomalous time in game worlds  

       CMSs  

       construction mechanisms  

       hybrid games  

       interaction model for strategy games  

       real-time strategy games  

       resource distribution in strategy games  

       resources in CMSs  

       techniques for achieving game balance   2nd  

Age of Kings

        conquest in strategy games  

       spatial-awareness challenges  

Age of Wonders II

       real-time versus turn -based games  

agility (athlete rating)  

AI

       artificial people

               future of game programming   2nd  

       for artificial pets  

       for strategy games   2nd  

       in sports games

               future of  

       Turing Test  

       versus human intelligence

               advantages of online games   2nd   3rd  

AI design for athletes

       sports games   2nd   3rd  

AI design for opponents

       vehicle simulations   2nd  

Alien

       inspiration for game worlds  

Alien Nation (film)  

alleles (genome design)  

allies   2nd   3rd   4th  

Alpha Centauri

       avoiding trivialities   2nd  

       game designer characteristics  

       strategy games  

alternate planes of reality  

American McGee's Alice

       bond with hero  

Anachronox

       CRPG worksheet   2nd  

       CRPGs  

       hero teams   2nd   3rd  

       mentors  

       opening storyline   2nd  

analysis of player statistics (techniques for achieving game balance)   2nd  

analysis tools

       for CMSs   2nd  

analytical competence (characteristics of game designers)   2nd  

analyzing

       board games

               for strategy games  

Anarchy Online

       perception of fairness  

       persistent worlds  

animation

       facial expressions  

       future of game programming  

       inverse kinematics   2nd  

       true locomotion   2nd  

Anime-style character design  

anomalous time in game worlds   2nd  

antiheroes  

applied challenges   2nd  

       conceptual challenges   2nd  

       conflict   2nd   3rd  

       economic challenges   2nd  

       exploration   2nd  

       puzzles   2nd  

       races  

arcade games  

       user interface design

               evolution of   2nd   3rd   4th   5th  

arcade games.   [See also action games]

arcade mode versus simulation mode

       sports games   2nd  

arcades.   [See video arcades]

Arcanum

       CRPG worksheet  

Arcanum\: Of Steamworks and Magick Obscura

       editor provided with game  

       opening storyline   2nd  

archetypes.   [See character archetypes]

Archon

       perfect information in gameplay   2nd  

arriving players

       design issues for online games   2nd  

art

       game design as  

art assets

       versus text assets

               user interface design  

art form

       games as   2nd  

               awards for art versus craft   2nd  

               breaking new artistic ground   2nd  

                critics and reviewers, need for   2nd  

               interactive artwork   2nd  

               principles of aesthetics   2nd  

art highlights

       in game treatments  

art styles in game worlds   2nd  

art-driven character design  

       cute sidekicks   2nd   3rd   4th  

       physical design   2nd   3rd   4th   5th   6th   7th  

       visual design   2nd  

art-driven games  

artificial intelligence.   [See AI]

artificial life games   2nd  

       artificial pets   2nd   3rd  

       genetic A-life games  

               genome design   2nd  

               inheritance of acquired characteristics   2nd  

               learned behavior   2nd  

               life span and natural selection   2nd  

               mutation  

               player roles  

               sexual reproduction   2nd  

       The Sims   2nd  

               needs of sims   2nd  

               personalities of sims  

               reasons for success   2nd  

               skills of sims  

artificial people

       future of game programming   2nd  

artificial pets   2nd   3rd  

Asheron's Call

       perception of fairness  

Asheron •s Call

       inventory management in adventure games  

       persistent worlds  

Asteroids

       hyperspace in action games   2nd  

       wildcard enemies in action games  

Atari 2600 joysticks  

athlete AI design

       sports games   2nd   3rd  

athlete injuries

       sports games   2nd  

athlete rating systems

       sports games   2nd   3rd  

attitude

       in cute sidekicks   2nd   3rd   4th  

audience  

        core gamers versus casual gamers   2nd  

audio commentary

       sports games   2nd   3rd   4th   5th  

audio element (user interface design)   2nd   3rd  

       music   2nd  

       sound effects   2nd  

audio highlights

       in game treatments  

auditory imagination  

autobiography

       for avatars  

automapping

       in adventure games  

automated programming

       artificial people   2nd  

       future of game programming   2nd  

        intelligent design tools   2nd  

       self-adjusting plots   2nd  

automatic-save feature  

avatars  

       creating for persistent worlds   2nd  

       death of

               in persistent worlds   2nd  

               player-versus-player killing   2nd   3rd   4th   5th   6th   7th   8th   9th  

        differentiating in action games  

       in adventure games   2nd  

               death of   2nd  

               user interface design   2nd   3rd   4th  

       profile for persistent worlds

               creating   2nd  

awards for art versus craft in game design   2nd  

Категории