Andrew Rollings and Ernest Adams on Game Design

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icons

       in user interface design   2nd   3rd   4th  

ideas

       developing into 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  

       versus design decisions  

ignoring players

       in chat features of online games  

illogical spaces

       as obstacle to exploration  

       avoiding in adventure games  

images.   [See pictures]

imaginary racing games  

imagination (characteristics of game designers)   2nd  

immersiveness   2nd  

imperfect information

       class of gameplay   2nd   3rd   4th   5th  

implicit challenges  

Impressionist movement in painting  

in-game administrators (online games)  

in-game elements (user interface design)  

incidental sound effects

       user interface design  

Independence Day (film)  

Indiana Jones

       Lara Croft as female version of  

Indiana Jones and the Infernal Machine

       action-adventure games  

       object usage in adventure games  

        third-person perspective in adventure games  

indirect control

       in CMSs   2nd  

individual networked simulators

       future of game hardware   2nd  

Indycar Racing

       player roles in driving simulators  

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

Infidel

       puzzles in gameplay  

       trial-and-error puzzles in adventure games  

information density

       user interface design   2nd  

inheritance of acquired characteristics

       genetic A-life games   2nd  

injuries to athletes

       sports games   2nd  

injury resistance (athlete rating)  

inner problems of heroes  

innermost cave approach (as part of hero's journey)   2nd  

inspiration

       for environmental dimensions of game worlds   2nd  

       puzzle games  

inspiration for game ideas

       from other games   2nd  

       from other media   2nd   3rd  

instant replay

       in sports games   2nd  

insult-driven swordfight

       in The Secret of Monkey Island  

intangible attributes of avatars  

intangible resources

       in CMSs   2nd  

integration

       of game design elements   2nd  

intellectual property rights

       design documents   2nd  

       vehicle simulations  

intelligence

       definition of  

intelligence-based challenges   2nd  

intelligent design tools

       future of game programming   2nd  

interactice entertainment.   [See games]

interaction model

       action games   2nd  

       adventure games   2nd  

       for CMSs   2nd  

       for CRPGs   2nd  

               character management   2nd   3rd  

               inventory system   2nd   3rd   4th  

       for strategy games   2nd  

       sports games  

       vehicle simulations  

interaction model.   [See also player roles]

interaction models

       defined   2nd  

       for dynamic balance   2nd   3rd  

               destroying balance   2nd   3rd  

               maintaining balance   2nd   3rd  

               restoring balance   2nd  

interactive artwork   2nd  

interactive element (user interface design)   2nd   3rd  

       complexity management   2nd   3rd   4th   5th   6th  

       game controller capabilities   2nd   3rd  

       icons   2nd   3rd   4th  

       navigation prototypes   2nd  

       player expectations   2nd  

       screen layouts   2nd   3rd  

       standard elements of   2nd   3rd   4th   5th  

       text   2nd  

interactive entertainment  

interactive fiction  

interactive music

       user interface design  

interactivity   2nd  

       and storytelling  

       importance of   2nd  

interface.   [See user interface design]2nd   [See user interface]

Internet connections.   [See broadband networking]

Interstate '76

        high-concept document for  

       inspiration for game ideas  

        overused settings in game worlds  

Interstate ”76

       intellectual property rights in vehicle simulations  

Interstate •76

       victory conditions in puzzle games   2nd  

intransitive relationships (game balance)   2nd   3rd  

intrinsic challenges  

intrinsic knowledge

       for solving lateral-thinking challenges  

introduction of hero  

invented sports   2nd  

inventory management

       in adventure games   2nd   3rd  

inventory system

       in CRPGs   2nd   3rd   4th  

inverse kinematics

       future of game programming   2nd  

invisible user interface   2nd   3rd   4th   5th  

Iridion 3D

       pattern recognition  

irreversible nature of time

       in persistent worlds   2nd  

isometric perspective  

Iwatani, Toru (Pac-Man designer)  

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