Andrew Rollings and Ernest Adams on Game Design

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G-forces

       vehicle simulations   2nd  

Gabriel Knight 3

        third-person perspective in adventure games  

Gabriel Knight series

       narrative  

Galaxian

       wildcard enemies in action games  

Galaxians

       interaction model for action games  

       pattern recognition  

game balance   2nd   3rd   4th  

       and game theory   2nd  

       as trial-and-error  

       dynamic balance   2nd  

               consistent challenges, importance of   2nd  

               difficulty levels   2nd   3rd  

               interaction models   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th  

               perception of fairness   2nd   3rd   4th   5th  

               stagnation, avoiding   2nd  

               trivialities, avoiding   2nd   3rd  

       static balance   2nd   3rd   4th  

               combinatorial effects   2nd  

               dominant strategies   2nd   3rd   4th   5th   6th   7th  

               emergence   2nd   3rd   4th  

               feedback loops   2nd  

               payoff strategies   2nd  

               symmetry   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th   12th   13th   14th   15th  

               trade-offs   2nd  

       techniques for achieving   2nd  

               analysis of player statistics   2nd  

               designing for parameter modification   2nd   3rd   4th  

               prototyping   2nd  

       worksheet   2nd  

Game Boy Advance

       as controller for Nintendo GameCube  

game concepts  

       beginning as dreams   2nd  

       developing dreams into games   2nd  

       inspiration from other games   2nd  

       inspiration from other media   2nd   3rd  

       need for multiple ideas   2nd  

       worksheet for   2nd  

game consoles.   [See home video game consoles]

game controllers

       capabilities

                user interface design   2nd   3rd  

game design

       as art  

       as craft   2nd  

       as science  

       design documents

               Chris Taylor's design template   2nd  

               design scripts   2nd   3rd   4th   5th   6th  

               development role of  

               game treatments   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  

                high-concept documents   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th   12th  

               intellectual property rights   2nd  

               pictures in   2nd  

               sales role of  

               types of   2nd  

       documentation during  

               game script   2nd  

               game treatment   2nd  

               high-concept document   2nd  

               importance of   2nd  

       elements of   2nd  

                core mechanics   2nd  

               interactivity   2nd  

               storytelling and narrative   2nd  

        genre elements

               identifying   2nd  

       importance of   2nd  

        intelligent design tools

               future of game programming   2nd  

       motivation for  

                art-driven games  

               designer-driven games   2nd  

               entertainment   2nd  

               license exploitation   2nd  

               market-driven games   2nd  

               technology-driven games   2nd  

       origin of games   2nd  

       process of  

       study of  

       testing  

game designers

       characteristics of   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  

game genres

       future of   2nd  

               action games   2nd  

               adventure games   2nd  

               construction and management simulations   2nd  

               role-playing games   2nd  

               sports games   2nd  

               strategy games   2nd  

               vehicle simulations   2nd  

game hardware

       future of   2nd   3rd  

                group ride simulators   2nd  

               handheld machines   2nd  

               home video game consoles   2nd   3rd   4th   5th   6th  

               individual networked simulators   2nd  

               PCs   2nd   3rd   4th   5th   6th  

               video arcades   2nd  

               virtual reality   2nd  

game programming

       future of   2nd  

               animation   2nd   3rd   4th   5th   6th  

               automated programming   2nd   3rd   4th   5th   6th   7th   8th  

               natural language processing   2nd   3rd   4th   5th   6th  

               scene representation   2nd   3rd   4th   5th   6th   7th  

game script   2nd  

Game Theory  

game theory

       and game balance   2nd  

game treatment   2nd  

game treatments   2nd  

       competition analysis section   2nd  

       executive summary  

       game world section  

                backstory  

                characters in game  

               objective of game  

               story progression  

       overview section  

               art and audio highlights  

               gameplay highlights  

               genre statement  

               hardware requirements  

               high-concept statement  

               hooks  

               license statement  

               online highlights  

               technology highlights  

       production details section  

               budget section   2nd  

               current status section  

               development team section   2nd  

               schedule section  

       title page  

game world section

       in game treatments  

               backstory  

               characters in game  

               objective of game  

               story progression  

game worlds.   [See worlds ]

GameCube controllers  

gameplay   2nd   3rd   4th  

       "graphics versus gameplay" debate   2nd  

       adventure games   2nd   3rd   4th   5th  

       applied challenges   2nd  

               conceptual challenges   2nd  

               conflict   2nd   3rd  

               economic challenges   2nd  

               exploration   2nd  

               puzzles   2nd  

               races  

       defined  

       definition of   2nd  

       for CMSs  

               construction mechanisms   2nd  

               demolition mechanisms   2nd  

               indirect control   2nd  

       language of   2nd  

       persistent worlds versus games   2nd  

       psychological tactics in  

       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  

       vehicle simulations   2nd  

               civilian flight simulators   2nd  

               driving simulators  

               military flight simulators   2nd   3rd  

       versus narrative   2nd  

               balance between   2nd  

               role of narrative   2nd  

               too much narrative   2nd  

       versus technology  

       worksheet   2nd  

gameplay highlights

       in game treatments  

games

       abstract  

       as entertainment   2nd  

       audience  

               core gamers versus casual gamers   2nd  

       competitive  

       cooperative  

       defined   2nd  

       elements of

               action games   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   40th   41st   42nd   43rd   44th   45th   46th   47th   48th   49th   50th  

               adventure games   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   40th   41st   42nd   43rd   44th   45th   46th   47th   48th   49th   50th   51st   52nd  

               analysis tools   2nd  

               challenges   2nd   3rd  

               CMSs   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  

               competition modes   2nd   3rd   4th   5th   6th  

                conquest theme   2nd   3rd   4th   5th   6th   7th  

               CRPGs   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  

               exploration theme   2nd   3rd   4th   5th  

               gameplay   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th   12th   13th   14th   15th   16th   17th   18th   19th   20th  

               interaction model   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th   12th   13th   14th   15th   16th   17th   18th   19th  

               interaction models   2nd  

               loss condition   2nd  

               loss conditions  

               modes   2nd  

                opponent design (AI)   2nd  

               perspective   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  

               player roles   2nd   3rd   4th   5th   6th   7th   8th   9th  

               player's role   2nd  

                realism   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   40th   41st   42nd   43rd   44th   45th   46th   47th   48th   49th   50th   51st   52nd   53rd   54th   55th   56th   57th   58th   59th  

               setting   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th   12th   13th   14th   15th   16th   17th   18th   19th   20th  

               settings   2nd   3rd   4th   5th  

               sports games   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th   12th   13th   14th   15th   16th   17th   18th  

               storytelling   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th   12th   13th  

               strategy games   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  

               structure  

               structure of sports games   2nd  

               theme   2nd   3rd  

               themes   2nd  

               trade theme   2nd   3rd  

               user interface   2nd   3rd  

               user interface design   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  

               vehicle simulations   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  

               victory condition   2nd   3rd   4th  

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

       four-dimensional  

       genres of   2nd  

               combining   2nd  

       inspiration for game ideas   2nd  

       multiplayer  

       platform types  

               handheld game machines   2nd  

               home game consoles  

               miscellaneous devices   2nd  

               personal computers   2nd  

       realistic  

       rules

               defined  

       saving   2nd  

               advantages of   2nd  

               automatic-save feature  

               disadvantages of   2nd  

               dramatic tension, effect on  

               quick-save feature   2nd  

               reasons for   2nd  

               suspension of disbelief, effect on  

               to files   2nd  

       single-player  

       team  

       three-dimensional  

       two-dimensional  

       versus persistent worlds  

               gameplay   2nd  

               player roles   2nd  

               storytelling   2nd  

games as art form   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  

games for girls   2nd  

       determining girls • interests

               Mattel •s approach   2nd   3rd  

       misconceptions about   2nd  

       stereotypes in  

Gangsters

       settings for strategy games  

Gangsters II

       settings for strategy games  

Gauntlet

       arcade game  

       as action game example  

       cooperative multi-play   2nd  

       monster generators in action games   2nd  

       warp exits in action games  

Gauntlet II

       updates for classic games  

Gauntlet Legends

       2D shooters  

       updates for classic games   2nd  

gedanken experiment  

Gemstone

       harmony  

Gender Blending (Devor)  

general knowledge (characteristics of game designers)   2nd  

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  

genome design

       genetic A-life games   2nd  

genre elements

       identifying   2nd  

genre statements

       in game treatments  

genres of action games   2nd  

       non-shooters   2nd   3rd   4th  

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

genres of games   2nd  

       combining   2nd  

genres.   [See game genres]

gesture-recognition devices  

Gettysburg

       user interface design in strategy games   2nd  

Gilbert, Ron

       The Secret of Monkey Island  

girls • games.   [See games for girls]

glTron

       spatial-awareness challenges  

Go

       strategy games worksheet  

goals for athletes

       sports games   2nd  

Golden Axe

       victory conditions in action games   2nd  

Golden Tee

       user interface design for golf games  

Goldeneye

       core gamers versus casual gamers  

       player's role  

golf games

       user interface design   2nd   3rd  

Gollop, Julian

       quote  

Grand Prix Legends

       coordination challenges  

Grand Theft Auto III

       locked door and key in action games  

       settings for strategy games  

grandstand view (driving simulators)  

graphic adventure games

       user interface design

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

graphics

       importance of  

       simulating matches without  

graphics.   [See pictures]

greed

       as call to adevnture  

Grim Fandango

       context-sensitive perspective in adventure games  

       direct control interfaces in adventure games  

       storytelling  

       storytelling in games  

ground target view (flight simulators)  

group ride simulators

       future of game hardware   2nd  

growth cycle for character development   2nd   3rd  

Gunfight

       character design  

Guybrush Threepwood (character)  

       scripted conversations with  

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