Andrew Rollings and Ernest Adams on Game Design

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object manipulation

       in adventure games   2nd  

               identifying active objects   2nd  

               inventory management   2nd   3rd  

                menu-driven actions   2nd   3rd   4th  

                one-button actions  

objective of game

       in game treatments  

Oddworld

       character design  

Oddworld: Munch's Odyssey

       heroes   2nd   3rd  

Odyssey

       challenges in gameplay  

offensiveness in games  

“fog of war “

       in strategy games  

Ola •s Law About Laws  

omnipresent players  

one-button actions

       in adventure games  

one-dimensional characters  

online games  

       advantages of  

               human intelligence versus artificial intelligence   2nd   3rd  

               social interaction   2nd  

               versus local multi-player gameplay   2nd   3rd  

       design issues  

               arriving players   2nd  

               avoiding collusion   2nd   3rd   4th  

               chat feature   2nd   3rd   4th   5th   6th   7th  

               ensuring fairness   2nd   3rd   4th   5th   6th   7th   8th   9th  

               leaving players   2nd   3rd   4th  

               real-time versus turn -based games   2nd  

       disadvantages of  

               continuous content production   2nd   3rd  

               customer service needs   2nd  

               misbehavior of players   2nd  

               suspension of disbelief  

               technical problems   2nd   3rd   4th  

       future of   2nd  

       persistent worlds.   [See persistent worlds ]

online games.   [See also broadband networking]

online highlights

       in game treatments  

open -ended CMS games  

open-ended story form  

opening stories

       in CRPGs   2nd  

               Anachronox   2nd  

               Arcanum\: Of Steamworks and Magick Obscura   2nd  

               Fallout   2nd  

               Nox   2nd  

               Planescape\: Torment   2nd  

opponent AI design

       vehicle simulations   2nd  

opponent design (AI)

       for strategy games   2nd  

opposite -reaction puzzles

       avoiding in adventure games  

optical illusions   2nd   3rd  

ordeal stage (as part of hero's journey)   2nd  

ordeals.   [See challenges]

ordinary world (as part of hero's journey)   2nd   3rd   4th  

organized racing games  

origin of games   2nd  

origins of persistent worlds   2nd  

“story-chaser “ in CRPGs   2nd  

Out of the Shadows

        user interface design in RPGs   2nd  

Outcast

       call to adventure  

        imagination  

       refusal of call to adventure  

outer problems of heroes  

outside knowledge requirements

       avoiding in adventure games   2nd  

overused settings in game worlds   2nd  

overview section

       in game treatments  

               art and audio highlights  

               gameplay highlights  

                genre statement  

               hardware requirements  

                high-concept statement  

               hooks  

               license statement  

               online highlights  

               technology highlights  

       in high-concept documents   2nd  

ownership

       in persistent worlds  

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