Andrew Rollings and Ernest Adams on Game Design

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Half-Life

        allies  

       based on Quake II engine  

       bond with hero  

       challenges in gameplay   2nd  

       foreshadowing  

       game design process for  

       harmony  

       imperfect information in gameplay  

       lateral-thinking challenges  

       ordeal stage  

       perspective  

       pure challenges in gameplay   2nd   3rd  

       return with reward stage  

       reward stage  

       storytelling   2nd   3rd  

       transitive relationships  

Hallford, Neal and Jana

       Swords and Circuitry   2nd  

handheld game machines   2nd  

handheld machines

       future of game hardware   2nd  

hardware

       complexity of   2nd   3rd  

hardware capabilities

        user interface design   2nd   3rd  

hardware for games .   [See game hardware]

hardware requirements

       in game treatments  

harmony (game worlds )   2nd  

Harpoon

       ship simulators  

Haunt

       inventory management in adventure games  

       outside knowledge requirements for puzzles  

HDTV (high-definition television)

       and home video game consoles   2nd  

Head over Heels

       cute sidekicks  

Heap Paradox  

Heart of China

       game genres  

       player roles in adventure games  

heralds   2nd  

       as call to adventure  

hero

       bond with   2nd  

       introduction of  

hero teams   2nd  

hero's journey (storytelling)   2nd  

       character growth cycle   2nd  

       circular story form   2nd   3rd  

       list of steps   2nd  

               call to adventure   2nd   3rd   4th  

               innermost cave approach   2nd  

               journey back to ordinary world   2nd   3rd  

               mentor meeting   2nd  

               ordeal stage   2nd  

               ordinary world   2nd   3rd   4th  

               refusal of call to adventure   2nd  

               resurrection stage   2nd  

               return with reward stage   2nd  

               reward stage   2nd   3rd  

               testing of hero   2nd  

               threshold crossing   2nd   3rd  

       universal story form   2nd  

heroes   2nd   3rd   4th  

heroic quest

       in adventure games   2nd  

hFSMs (hierarchical Finite State Machines)   2nd  

hierarchical Finite State Machines (hFSMs)   2nd  

High Heat Baseball

       widely separated action in sports games  

high-concept documents   2nd   3rd   4th  

       details section  

       features section   2nd  

       high-concept statement   2nd  

       overview section   2nd  

       sample document   2nd   3rd  

high-concept statement

       in high-concept documents   2nd  

high-concept statements

       in game treatments  

high-definition television (HDTV)

       and home video game consoles   2nd  

high-speed online games

       future of   2nd  

higher self   2nd  

historical settings

       for strategy games  

history of adventure games   2nd  

history of persistent worlds   2nd  

history of user interface design.   [See evolution of user interface design]

Hollywood Mogul

       business simulations  

holodeck.

       The Next Generation   [See Star Trek\]

home field advantage

       in sports games   2nd  

home game consoles  

       saving games  

home video game consoles

       add-on devices  

       and HDTV   2nd  

       future of game hardware  

       PC capabilities, increasing  

       versus media players (DVD, CD, etc.)  

       versus PCs   2nd  

hooks

       in game treatments  

Hubbard, Rob

       music in games  

human behavior

       influence of color on  

human intelligence

       versus artificial intelligence

               advantages of online games   2nd   3rd  

human relationships

       The Sims  

human-computer interface.   [See user interface design]

hybrid games   2nd  

hyperspace

       in action games   2nd   3rd  

Hypersport

       physical challenges  

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