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]

machines.   [See platforms for games ]

Mad Max

       themes in CRPGs  

Madden NFL 2002

       player roles in sports games  

Madden NFL Football

       perspective  

       player's role  

       sports games case study   2nd  

Madden series

       game controller capabilities  

Magic Carpet

       boundaries of game worlds  

maintaining balance (interaction model)   2nd   3rd  

maintenance

       in CMSs

               as drain on resources  

Majestic

       multi-part stories  

       serials  

MAME (Multiple Arcade Machine Emulator) web site  

Maniac Mansion  

Maniac Mansion\: Day of the Tentacle

        user interface design in adventure games   2nd  

ManWatching (Desmond Morris)

       ITALIC  

Manwatching (Morris)  

maps

       in action games  

       in adventure games   2nd  

Marble Drop

       puzzle games  

Marble Madness

       non-shooter action games  

Mario

       physical surroundings in game worlds  

       themes in CRPGs  

Mario 64

       gameplay  

        third-person perspective in adventure games  

       user interface  

Mario Brothers

       character design  

Mario games

       avatars  

Mario series

       as action game example  

       call to adventure  

       character design  

       non-shooter action games  

       pattern recognition  

       point distribution for game balance  

market-driven games   2nd  

martial arts

       and character growth cycle   2nd  

massively multi-player online role-playing games (MMORPGs).   [See persistent worlds]

match play (sports games)  

matches (sports games)

       simulating automatically   2nd  

mathematical competence (characteristics of game designers)   2nd  

mathematical scene representations   2nd  

mathematical solutions to game balance

       lack of   2nd  

mathematics

       future of game programming  

Mattel •s approach to games for girls   2nd   3rd  

maturity

       genetic A-life games  

Max Payne

       difficulty levels   2nd  

       perspective in action games  

       waves of enemies in action games  

maze

       as obstacle to exploration  

MazeWars

       future of action games  

mech simulators   2nd   3rd   4th  

MechWarrior 4\: Mercenaries

       mech simulations  

media

       inspiration for game ideas   2nd   3rd  

media players (DVD, CD, etc.)

       versus home video game consoles  

Megafortress

       flight simulators   2nd  

       player roles in flight simulators  

Meier, Sid   2nd   3rd  

       definition of gameplay  

memetics  

memory challenges   2nd   3rd  

Mensa

       intelligence-based challenges  

mentor meeting (as part of hero's journey)   2nd  

mentors   2nd  

menu structure

       user interface design   2nd   3rd  

menu-driven actions

       in adventure games   2nd   3rd   4th  

Michelangelo •s David (ITALIC--David only)   2nd  

Michelle Kwan's Figure Skating Championship

       saving games  

Microsoft Combat Flight Simulator

       settings for flight simulators  

Microsoft Flight Simulator

       gameplay in civilian flight simulators  

        realism of games  

Microsoft Flight Simulator 2002

       user interface design elements  

Microsoft Hearts

       imperfect information in gameplay   2nd  

military flight simulators

       gameplay and victory conditions   2nd   3rd  

military games.   [See strategy games]

mind-reading analysis tools

       CMSs  

mini-maps

       in action games  

misbehavior of players

       disadvantages of online games   2nd  

missile view (flight simulators)  

Mitchell, Billy

       perfect score on Pac-Man  

Miyamoto, Shigeru  

MMORPGs (massively multi-player online role-playing games).   [See persistent worlds]

mobile phones

       future of game hardware  

moderated chat spaces

       in online games  

modes of expression  

modes of games

       defined   2nd  

Molyneux, Peter  

       quote  

Monkey Island series

       inspiration for game ideas  

       interaction model in adventure games  

       user interface design in adventure games   2nd  

Monkey Island series. See The Secret of Monkey Island (ITALIC)  

monomyth   2nd   3rd  

monomyth. s journey (storytelling)   [See also hero']

Monopoly

       arriving players for online games  

       collusion in  

       data storage methods in online games  

       deadlocks in  

       drains on resources in  

       economic challenges  

       hiding player attributes  

       loss conditions  

       player's role  

       positive feedback loops  

       sources for resources in  

Monopoly Tycoon

       3D user interface design  

       call to adventure  

       trade in strategy games  

monster generators

       in action games   2nd  

Monty on the Run

       perception of fairness   2nd  

Moon Patrol

       checkpoints in action games   2nd  

MOOs (MUDs, object-oriented)  

moral challenges   2nd   3rd  

morality.   [See ethical dimensions of games]

Moriarty, Brian  

       quote   2nd  

Morris, Dave

       extrinsic knowledge in gameplay  

Morris, Dave (Develop )  

Morris, Desmond (Manwatching )  

Morris, Desmond (ManWatchingITALIC)  

Morrowind

       user interface design in RPGs  

Mortal Kombat

       movie version  

motivation for game design  

        art-driven games  

       designer-driven games   2nd  

       entertainment   2nd  

       license exploitation   2nd  

       market-driven games   2nd  

       technology-driven games   2nd  

Mr. Bigshot

       business simulations   2nd   3rd  

Ms. Pac-Man

       complexity in user interface design   2nd  

MUDs (multi-user dungeons/domains)  

MUDs (multiuser dungeons)  

MUDs, object-oriented (MOOs)  

multi-part stories   2nd  

       episodic delivery   2nd   3rd  

       serials   2nd   3rd  

       series   2nd   3rd  

multi-player games.   [See online games]

multi-user dungeons/domains (MUDs)  

multi-user shared hallucinations (MUSHes)  

multiplayer games  

Multiple Arcade Machine Emulator (MAME) web site  

multiuser dungeons (MUDs)  

multiuser shared hallucinations (MUSHs)  

Murphy •s Law  

MUSHes (multi-user shared hallucinations)  

MUSHs (multiuser shared hallucinations)  

music

       effect on game worlds  

       user interface design   2nd  

Mutant League Football

       sports games  

mutation

       genetic A-life games  

Myst

       art-driven games  

       first-person perspective in adventure games  

       future of adventure games  

       harmony  

       history of adventure games  

       interaction model in adventure games  

       user interface design in adventure games   2nd  

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