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]

cabal process  

Caesar

       analysis tools in CMSs  

       economic challenges  

       settings for CMSs  

call to adventure (as part of hero's journey)   2nd   3rd   4th  

Call to Power series

       strategy games  

camera angles.   [See perspective]

camera perspective.   [See perspective]

campaign mode

       vehicle simulations   2nd  

Campbell, Joseph (The Hero with a Thousand Faces )   2nd  

Capitalism II

       business simulations  

car-racing games.   [See driving simulators]

career mode

       sports games  

       vehicle simulations  

Casablanca

       emotional dimensions of game worlds  

case studies

       puzzle games

               The Incredible Machine   2nd   3rd  

       SimCity   2nd   3rd  

       sports games

               Madden NFL Football   2nd  

       The Secret of Monkey Island   2nd  

       Theme Park   2nd  

       victory conditions for action games   2nd   3rd  

Castle Wolfenstein 3D

       future of action games  

casual gamers   2nd  

       role of narrative for  

casual players

       vehicle simulations  

cell phones

       future of game hardware  

cellular automata (artificial life games)  

cellular telephones

       as game platform  

Centipede

       2D shooters  

       interaction model for action games  

       popularity of  

       reflex/reaction time challenges  

       updates for classic games   2nd   3rd   4th  

Centipede 3D

       updates for classic games   2nd  

challenges

       applied challenges   2nd  

               conceptual challenges   2nd  

               conflict   2nd   3rd  

               economic challenges   2nd  

               exploration   2nd  

               puzzles   2nd  

               races  

       consistent challenges

               importance for dynamic balance   2nd  

       defined  

       in adventure games   2nd  

       in gameplay definition   2nd  

       of puzzle games  

       pure challenges   2nd   3rd   4th   5th   6th  

               coordination challenges   2nd  

               intelligence-based challenges   2nd  

               knowledge-based challenges   2nd   3rd   4th  

               lateral-thinking challenges   2nd   3rd  

               logic and inference challenges   2nd   3rd   4th   5th  

               memory challenges   2nd   3rd  

               moral challenges   2nd   3rd  

               pattern-recognition challenges   2nd   3rd   4th  

               physical challenges   2nd  

               reflex/reaction time challenges   2nd  

               spatial-awareness challenges   2nd   3rd   4th  

challenges.   [See also puzzles]2nd   [See also puzzles]

character archetypes   2nd  

        allies   2nd  

       heralds   2nd  

       heroes   2nd   3rd   4th  

       higher self   2nd  

       mentors   2nd  

       shadows   2nd   3rd  

       shape shifters   2nd  

       threshold guardians   2nd  

       tricksters   2nd  

character design   2nd   3rd  

        art-driven design  

               cute sidekicks   2nd   3rd   4th  

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

               visual design   2nd  

       character archetypes   2nd  

               allies   2nd  

               heralds   2nd  

               heroes   2nd   3rd   4th  

               higher self   2nd  

               mentors   2nd  

               shadows   2nd   3rd  

               shape shifters   2nd  

               threshold guardians   2nd  

               tricksters   2nd  

        differentiating characters  

       naming characters   2nd  

       story-driven design   2nd   3rd  

               character development   2nd   3rd   4th   5th   6th   7th   8th   9th  

       worksheet   2nd  

character design.   [See also storytelling]

character development in story-driven character design   2nd   3rd   4th  

       believable characters   2nd  

       character growth cycle   2nd   3rd  

character growth cycle   2nd   3rd  

character management

       in CRPGs   2nd   3rd  

character-advancement fanatics in CRPGs  

characteristics of game designers   2nd  

        aesthetic competence   2nd  

       analytical competence   2nd  

       compromise, ability to   2nd  

       drawing skills  

       general knowledge   2nd  

        imagination   2nd  

       mathematical competence   2nd  

       technical awareness   2nd  

       writing skills   2nd  

characters in game

       in game treatments  

chase view (vehicle simulations)  

chat feature

       in online games   2nd  

               complaint systems   2nd  

               dirty-word filters  

               ignoring players  

                moderated chat spaces  

cheating

       avoiding in online games   2nd  

               client operations   2nd  

               data storage methods   2nd  

               secure telecommunications protocols   2nd  

               visibility of secret data  

       by logging out of online games  

       collusion

               avoiding in online games   2nd   3rd   4th  

       versus dominant strategies (game balance)  

checkers

       conflict in  

       strategy games worksheet  

checkpoints

       in action games   2nd   3rd  

chess

       as strategy game  

        core mechanics  

       defense and survival  

       game settings  

       perfect information in gameplay  

       positive feedback loops  

       setting of  

children

       violence in games  

choices.   [See challenges]

Christmas

       importance to game industry sales  

Chu Chu Rocket

       perfect information in gameplay   2nd  

Chuckie Egg

       non-shooter action games  

circular story form   2nd   3rd  

civilian flight simulators

       gameplay and victory conditions   2nd  

Civilization

       game designer characteristics  

       hybrid games  

       settings for CMSs  

Civilization III

        diplomacy in strategy games  

       interaction model for strategy games  

       resource distribution in strategy games   2nd  

       strategy games   2nd  

        user interface design in strategy games   2nd   3rd  

Civilization III\: The Board Game

       strategy games  

Civilization series

       strategy games  

       user interface design in strategy games  

class system (CRPGs)

       versus skill system  

click-the-right-pixel puzzles

       avoiding in adventure games  

client operations

       ensuring fairness in online games   2nd  

client/server communication model

       online games  

Close Combat

       future of strategy games  

closed-ended CMS games  

CMSs

       (construction and management simulations)   2nd  

       design issues

               advisors   2nd   3rd  

               behavior modeling   2nd  

               business simulations   2nd   3rd   4th  

               hybrid games   2nd  

               mind-reading analysis tools  

               Theme Park case study   2nd  

       elements of

               analysis tools   2nd  

               competition modes   2nd  

               converters for resources   2nd  

               deadlocks on resources   2nd  

               drains on resources   2nd  

               equilibrium   2nd   3rd   4th  

               gameplay   2nd   3rd   4th   5th   6th   7th  

               interaction model   2nd  

               perspective   2nd  

               player roles   2nd  

               random disasters  

               resources   2nd  

               rules  

               setting   2nd  

               sources for resources   2nd  

               user interface design  

               victory conditions   2nd  

       SimCity case study   2nd   3rd  

       worksheet for   2nd  

cockpit-removed view (vehicle simulations)  

collectibles

       in action games   2nd  

collections of ’stuff “

       in games for girls  

collusion

       avoiding in online games   2nd   3rd   4th  

color

       differentiating enemies and avatars in action games   2nd  

       influence on human behavior  

color commentator (audio commentary in sports games)  

color-blindness  

       effect on user interface design  

Colossal Cave

       adventure games  

combat games.   [See action games, strategy games]

combat.   [See conflict]

combinatorial effects (game balance)   2nd  

combo moves

       in action games  

Command & Conquer

       real-time versus turn -based games  

       strategy games worksheet  

Command and Conquer series

       user interface design in strategy games  

Command and Conquer\: Red Alert

       dominant strategies (game balance)   2nd   3rd  

Commando

       2D shooters  

common sense

       as part of natural language processing  

communication models

       for online games   2nd  

competition analysis section

       in game treatments   2nd  

competition modes

       for CMSs   2nd  

       sports games   2nd  

       vehicle simulations   2nd  

competitive games  

complaint systems

       in online games   2nd  

complexity issues

       user interface design   2nd   3rd   4th  

complexity management

       user interface design   2nd   3rd   4th   5th   6th  

compromise, ability to (characteristics of game designers)   2nd  

computer features

       of puzzle games   2nd  

computer games.   [See games]

computer hardware.   [See game hardware]

computer programming.   [See game programming]

computer role-playing games.   [See CRPGs]

computer versus computer matches

       sports games  

concepts.   [See game concepts]

conceptual challenges   2nd  

conceptual imagination  

conceptual non sequiturs

       avoiding in adventure games  

conflict

       challenges in   2nd   3rd  

       in strategy games   2nd   3rd   4th   5th   6th   7th  

Conker's Bad Fur Day

       character design   2nd  

connection speeds

       for online games  

conquest

       in strategy games   2nd   3rd   4th   5th   6th   7th  

consistency

       in user interface design   2nd  

consistent challenges

       importance for dynamic balance   2nd  

console machines.   [See home game consoles]

consoles.   [See home video game consoles]

construction

       in CMS gameplay   2nd  

       in CMSs

               as drain on resources  

construction and management games  

construction and management simulations

       future of   2nd  

construction and management simulations.   [See CMSs]

construction set creation

       puzzle games  

contemporary settings

       for strategy games  

context-sensitive menus

       user interface design   2nd  

context-sensitive perspective

       in adventure games   2nd   3rd   4th  

context-sensitive pointers

       user interface design  

continuous content production

       disadvantages of online games   2nd   3rd  

controllers.   [See game controllers]

controversial subject matter

       in computer games  

conversations

       with NPCs   2nd  

               scripted conversations   2nd   3rd   4th  

converters for resources

       in CMSs   2nd  

Conway's Game of Life

       emergence  

       gameplay  

cooperative games  

coordination challenges   2nd  

copyright.   [See intellectual property rights]

core gamers   2nd  

       role of narrative for  

core mechanics   2nd  

       for entertainment  

core mechanics.   [See also gameplay]

core rules, designing

       techniques for achieving game balance   2nd   3rd   4th  

Counter-Strike

       player's role  

CPU design

       future of game programming  

craft

       game design as   2nd  

Crash Bandicoot

       character design  

Crawford, Chris

       nonlinear narratives  

Crawford, Chris (Erasmatron )  

Crawford, Chris (The Art of Computer Game Design )  

creativity in character development

       lack of  

Creatures

       economic challenges  

       life span   2nd  

Creatures series

       emergence   2nd  

       genetic A-life games  

Crimson Skies

       gameplay in flight simulators  

critics of game design

       need for   2nd  

Croft, Lara.   [See Lara Croft]

CRPGs

       (computer role-playing games)   2nd  

       elements of

               interaction model   2nd   3rd   4th   5th   6th   7th   8th   9th  

               perspective   2nd   3rd   4th   5th   6th  

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

               storytelling, importance of   2nd   3rd  

               themes   2nd  

               user interface design  

       worksheet   2nd  

cultural context of game worlds   2nd  

cultural moral challenges   2nd   3rd  

current status section

       in game treatments  

Custer's Revenge

       call to adventure  

       ethical dimensions of games  

customer service needs

       disadvantages of online games   2nd  

cute sidekicks   2nd   3rd   4th  

cuteness factor in character design   2nd  

cycles (storytelling)  

Категории