Andrew Rollings and Ernest Adams on Game Design

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da Vinci, Leonardo (Treatise on Painting ITALIC)

       quote   2nd  

Daikatana

       hero teams  

Dallas  

damage

       in vehicle simulations   2nd  

Dance Dance Revolution

       game controller capabilities   2nd  

       physical challenges  

       pure challenges in gameplay   2nd  

        user interface design in action games  

data storage methods

       ensuring fairness in online games   2nd  

data-driven games  

David (Michelangelo)   2nd  

Dead Or Alive 3

       fighting games  

deadlocks on resources

       in CMSs   2nd  

death of avatar

       in adventure games   2nd  

death of avatars

       in persistent worlds   2nd  

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

Deathtrap Dungeon

       perception of fairness   2nd  

deduction  

Defender

       2D shooters  

       compared to Super Mario World in difficulty level   2nd  

       mini-maps in action games  

       pattern recognition  

       scrolling in games  

       smart bombs in action games   2nd  

       user interface design for arcade games  

Defender\: Stargate

       warp exits in action games  

demo mode (arcade games)  

demolition

       in CMS gameplay   2nd  

design decisions

       versus ideas  

design documents

       Chris Taylor's design template   2nd  

       design scripts   2nd  

               as web sites   2nd  

               size of   2nd  

       development role of  

       game treatments   2nd  

               competition analysis section   2nd  

               executive summary  

               game world section   2nd   3rd   4th   5th  

               overview section   2nd   3rd   4th   5th   6th   7th   8th   9th   10th  

               production details section   2nd   3rd   4th   5th   6th   7th  

               title page  

        high-concept documents   2nd  

               details section  

               features section   2nd  

               high-concept statement   2nd  

               overview section   2nd  

               sample document   2nd   3rd  

       intellectual property rights   2nd  

       pictures in   2nd  

       sales role of  

       types of   2nd  

design issues

       adventure games

               journal keeping  

               maps   2nd  

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

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

       CMSs

               advisors   2nd   3rd  

               behavior modeling   2nd  

               business simulations   2nd   3rd   4th  

               hybrid games   2nd  

               mind-reading analysis tools  

               Theme Park case study   2nd  

       for action games   2nd  

       online games  

               arriving players   2nd  

               avoiding collusion   2nd   3rd   4th  

               chat feature   2nd   3rd   4th   5th   6th   7th  

               ensuring fairness   2nd   3rd   4th   5th   6th   7th   8th   9th  

               leaving players   2nd   3rd   4th  

               real-time versus turn -based games   2nd  

       sports games

               arcade mode versus simulation mode   2nd  

               athlete AI design   2nd   3rd  

               athlete injuries   2nd  

               athlete rating systems   2nd   3rd  

               audio commentary   2nd   3rd   4th   5th  

               home field advantage   2nd  

               instant replay   2nd  

               invented sports   2nd  

               physics of   2nd  

               simulating matches automatically   2nd  

               trademarks and publicity rights   2nd   3rd   4th  

               widely separated action   2nd   3rd  

       vehicle simulations

               AI for opponents   2nd  

               G-forces   2nd  

               intellectual property rights  

               sense of speed   2nd  

design scripts   2nd  

       as web sites   2nd  

       size of   2nd  

design-and-build construction mechanism

       in CMSs  

design.   [See game design]

designer-driven games   2nd  

destroying balance (interaction model)   2nd   3rd  

detail in game worlds   2nd  

details section

       in high-concept documents  

Deus Ex

       knowledge-based challenges  

       user interface design in adventure games  

Develop (Morris)  

development role

       of design documents  

development team section

       in game treatments   2nd  

Devor, Holly (Gender Blending )  

Dexter's Laboratory  

Diablo

       complexity management in user interface design  

       CRPGs  

       dialog in user interface design  

       hero teams  

        randomly generated adventures in  

       shadow costs  

       storytelling in CRPGs  

       transitive relationships   2nd  

Diablo II

       complexity management in user interface design  

       CRPG worksheet   2nd  

       hero teams  

       inventory management  

       ordeal stage  

dialog

       user interface design  

dialogue writing  

dials

       user interface design   2nd  

dice rolling

       for sports game scores   2nd  

Die Hard  

differentiating characters  

difficulty level

       of action games   2nd  

difficulty levels

       dynamic balance   2nd   3rd  

digital pens  

dimensions of game worlds  

       emotional   2nd  

               fun versus entertainment   2nd  

       environmental  

               art styles   2nd  

               cultural context   2nd  

               details   2nd  

               inspiration sources   2nd  

                overused settings   2nd  

               physical surroundings   2nd  

       ethical   2nd  

               violence in games   2nd  

       physical   2nd  

               boundaries   2nd  

               dimensionality   2nd  

               scale   2nd   3rd  

       temporal   2nd  

               anomalous time   2nd  

               player adjustments to time   2nd  

               variable time   2nd  

diplomacy

       in strategy games   2nd  

direct control

       in CMSs   2nd  

direct control interfaces

       in adventure games  

dirty-word filters

       in online games  

disappearing players

       design issues for online games   2nd   3rd   4th  

Discworld Noir

       storytelling  

distortions in scale   2nd   3rd  

documentation during game design  

       game script   2nd  

       game treatment   2nd  

       high-concept document   2nd  

       importance of   2nd  

dominant strategies

       detecting  

       game balance   2nd   3rd   4th   5th   6th   7th  

Donkey Kong

       non-shooter action games  

Doom

       difficulty levels  

       future of action games  

       icons in user interface design  

       interaction model for action games  

       locked door and key in action games  

       monster generators in action games   2nd  

       one-dimensional characters  

       pattern recognition  

       transitive relationships   2nd   3rd  

drains on resources

       in CMSs   2nd  

dramatic climax

       in adventure games  

dramatic imagination  

dramatic tension  

       effect of saving games on  

       in adventure games   2nd  

dramatic tension in stories  

drawing skills (characteristics of game designers)  

dreams

       beginning of game ideas   2nd  

       developing into games   2nd  

driver •s view (driving simulators)  

driving simulators   2nd  

       design issues

               AI for opponents   2nd  

               G-forces   2nd  

               intellectual property rights  

               sense of speed   2nd  

       elements of

               competition modes   2nd  

               gameplay   2nd   3rd  

               interaction model  

               perspective   2nd   3rd   4th   5th   6th  

               player roles   2nd  

               rules   2nd  

               settings   2nd  

               user interface design   2nd  

       future of  

       reasons for playing   2nd  

       worksheet   2nd  

dropped packets

       online games  

Duke Nukem

       character design  

Duke Nukem

       one-dimensional characters  

Dune II

       real-time strategy games   2nd  

dungeon exits

       in action games   2nd  

Dungeon Keeper

       complexity management in user interface design   2nd   3rd   4th  

       construction mechanisms  

       heralds  

       hybrid games  

       interaction model in CMSs  

       negative feedback loops  

       resources in CMSs  

       sources for resources in  

       strategy games worksheet  

Dungeon Keeper series

       antiheroes  

Dungeon Master

       lateral-thinking challenges   2nd  

       pattern recognition  

       shape shifters  

Dungeon Siege

       design templates  

Dungeons & Dragons model (persistent worlds)  

Durchin, Jesyca

       determining girls • interests in games   2nd   3rd  

dynamic balance   2nd  

       consistent challenges, importance of   2nd  

       difficulty levels   2nd   3rd  

       interaction models   2nd   3rd  

               destroying balance   2nd   3rd  

               maintaining balance   2nd   3rd  

               restoring balance   2nd  

       perception of fairness   2nd   3rd   4th   5th  

       stagnation, avoiding   2nd  

       trivialities, avoiding   2nd   3rd  

dynamic equilibrium

       in CMSs   2nd   3rd   4th  

dynamically highlighted active objects

       in adventure games  

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