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]

language

       as part of character development  

language generation

       future of game programming   2nd  

language of gameplay   2nd  

language recognition

       future of game programming   2nd  

Lara Croft  

        aesthetic design  

       as female Indiana Jones  

lateral thinking  

lateral-thinking challenges   2nd   3rd  

laws of online games (Koster)   2nd  

Leaderboard

        user interface design for golf games   2nd  

learned behavior

       genetic A-life games   2nd  

learning curve

       user interface design   2nd  

leaving players

       design issues for online games   2nd   3rd   4th  

Legacy of Kain\: Soul Reaver

       four-dimensional games  

legal issues

       intellectual property rights

               design documents   2nd  

       sports games   2nd  

       vehicle simulations  

Legend of Zelda

       transitive relationships   2nd  

Leisure Suit Larry

       heroic quest in adventure games  

Leisure Suit Larry in the Land of the Lounge Lizards

       context-sensitive perspective in adventure games  

Leisure Suit Larry series

       interaction model in adventure games  

       user interface design in adventure games   2nd  

Lemmings

       defense and survival  

       puzzle games  

       two-dimensional games  

Lemmings 3D

       three-dimensional games  

Lensman (Smith)  

levels

       in action games   2nd  

license exploitation   2nd  

license statements

       in game treatments  

Life

       artificial life games  

life simulations.   [See artificial life games]

life span

       genetic A-life games   2nd  

limited sources for resources

       in CMSs  

linear narratives   2nd  

Links series

       user interface design for golf games  

lip synchronization

       future of game programming  

Little Computer People

       artificial life games  

lives

       in action games   2nd  

lives indicator

       user interface design  

local multi-player gameplay

       versus online games   2nd   3rd  

localization of text

       user interface design  

location-based entertainment  

        group ride simulators   2nd  

       individual networked simulators   2nd  

       video arcades   2nd  

locked door

       as obstacle to exploration  

locked door and key

       in action games   2nd  

Lode Runner

       non-shooter action games  

logging out

       of online games

               cheating by  

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

logic games.   [See puzzle games]

logistics

       in conflict games   2nd  

Loom

       inventory management in adventure games   2nd  

Lord of the Rings

       setting in CRPGs  

       themes in CRPGs  

loss condition

       sports games   2nd  

loss conditions

       defined  

       in CMSs  

Luigi's Mansion

       call to adventure   2nd  

       ordeal stage  

       secret exits in action games  

       storytelling   2nd  

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