Andrew Rollings and Ernest Adams on Game Design

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P2P (peer-to-peer) communication model

       online games  

Pac-Land

        allies  

       threshold crossing  

Pac-Man

       as action game example  

        backstory  

       challenges in gameplay  

       character design  

        color in action games  

        high-concept statements  

       non-shooter action games  

       perfect score on  

       popularity of  

        realism of games  

       score in action games  

       time limits in action games  

       updates for classic games  

Pac-Man Plus

        user interface design for arcade games  

Pac-Man World 2

       updates for classic games  

Pac-Man\: Adventures in Time

       updates for classic games  

packets

       problems with

               for online games  

Panzer Elite

       tank simulations  

Paperboy

       developing ideas into game concepts  

parameter modification, designing for

       techniques for achieving game balance   2nd   3rd   4th  

Parasol Stars

       boss characters in action games   2nd  

pareidolia (pattern recognition)  

parsing sentences

       future of game programming   2nd  

passive balancing  

passive entertainment  

paths of advancement

       in persistent worlds  

pattern-recognition challenges   2nd   3rd   4th  

patterns

       in action games   2nd   3rd  

               boss characters   2nd   3rd   4th  

               checkpoints   2nd   3rd  

                collectibles   2nd  

                dungeon exits   2nd  

               energy   2nd  

                hyperspace   2nd   3rd  

               levels   2nd  

               lives   2nd  

               locked door and key   2nd  

               mini-maps  

               monster generators   2nd  

               power-ups   2nd  

               score   2nd  

               smart bombs   2nd   3rd  

               time limits   2nd  

               waves of enemies   2nd  

               wildcard enemies   2nd  

pausing

       sports games  

payoff strategies

       game balance   2nd  

       Rock, Paper, Scissors example  

       transitive relationships  

       wife's birthday example   2nd  

PCs

       (personal computers)  

       add-on devices   2nd  

       future of game hardware   2nd  

       versus home video game consoles   2nd   3rd  

PDAs

       future of game hardware  

PDAs (personal digital assistants)

       as game platform  

peer-to-peer communication model

       online games  

perceived difficulty level

       of action games   2nd  

perception of fairness   2nd   3rd   4th   5th  

Perfect Dark

       story-driven character design  

perfect information

       class of gameplay   2nd   3rd   4th   5th  

perfect score on Pac-Man  

permanent power-ups

       in action games  

permanently highlighted active objects

       in adventure games  

persistent worlds   2nd  

       avatar creation   2nd  

       avatar death   2nd  

       avatar profile   2nd  

       economies in   2nd   3rd  

       origins of   2nd  

       ownership  

       paths of advancement  

       player expectations  

       player-versus-player killing   2nd   3rd   4th   5th   6th   7th   8th   9th  

       time in   2nd  

               irreversible nature of   2nd  

       tips for   2nd  

       types of players   2nd   3rd  

       versus games  

               gameplay   2nd  

               player roles   2nd  

               storytelling   2nd  

       world models   2nd  

personal computers

       as game platform   2nd  

personal computers.   [See PCs]

personal conflict  

personal digital assistants (PDAs)

       as game platform  

personal moral challenges   2nd  

personal publicity rights

       sports game design issues   2nd  

personalities of sims

       The Sims  

perspective

       action games   2nd  

       adventure games  

               context-sensitive perspective   2nd   3rd   4th  

               first-person perspective   2nd  

                third-person perspective   2nd   3rd   4th   5th  

        aerial  

       defined   2nd  

       first-person  

       for CMSs   2nd  

       for strategy games   2nd  

       in CRPGs   2nd   3rd   4th   5th   6th  

       isometric  

       side-scrolling  

       sports games   2nd  

       strategy games  

       third-person  

       vehicle simulations   2nd   3rd   4th   5th   6th   7th   8th  

pets, artificial   2nd   3rd  

Petz

       genetic A-life games  

Petz series

       artificial pets   2nd  

photographs

       sports game design issues  

physcial dimensions of game worlds   2nd  

physical appearance

       of avatars  

physical challenges   2nd  

physical character design   2nd   3rd   4th   5th   6th   7th  

physical dimensions of game worlds

       boundaries   2nd  

       dimensionality   2nd  

       scale   2nd   3rd  

physical dimensions worksheet   2nd  

physical surroundings of game worlds   2nd  

physics of sports games   2nd  

picture-in-picture

       for sports games   2nd  

pictures

       in design documents   2nd  

pilot •s view (flight simulators)  

piracy

       preventing  

pirate games  

Pirates\: Legend of Black Kat

       pirate games  

Planescape\: Torment

       call to adventure  

       conceptual challenges  

       CRPG worksheet   2nd  

       cute sidekicks  

       hero growth  

       hero teams  

       higher self  

       mentor meeting  

       opening storyline   2nd  

       reward stage  

       themes in CRPGs   2nd  

       threshold crossing  

       user interface design in RPGs   2nd   3rd   4th  

       vulnerability of hero  

platforms for games  

       handheld game machines   2nd  

       home game consoles  

       miscellaneous devices   2nd  

       personal computers   2nd  

play patterns

       in games for girls   2nd  

play-by-play man (audio commentary in sports games)  

player expectations

       in persistent worlds  

       user interface design   2nd  

player interface.   [See user interface]

player roles

       adventure games   2nd  

       for CMSs   2nd  

       genetic A-life games  

       persistent worlds versus games   2nd  

       sports games   2nd   3rd  

       vehicle simulations   2nd  

player statistics analysis (techniques for achieving game balance)   2nd  

player-versus-player killing

       in persistent worlds   2nd   3rd   4th   5th   6th   7th   8th   9th  

player-versus-player model (persistent worlds)  

players

       adjustments to time in game worlds   2nd  

       arriving players

               design issues for online games   2nd  

       audience for games  

                core gamers versus casual gamers   2nd  

       avatars  

       ignoring

               in chat features of online games  

       interaction models

               defined   2nd  

       leaving players

               design issues for online games   2nd   3rd   4th  

       misbehavior of

               online games   2nd  

       omnipresent  

       perspective

               defined   2nd  

       roles

               defined   2nd  

       social interaction

               advantages of online games   2nd  

       types of

               for persistent worlds   2nd   3rd  

plot pacing   2nd   3rd   4th  

point distribution (game balance)   2nd  

point-and-click interfaces

       in adventure games  

poker

       random factors in  

Police Quest series

       player's role  

       setting in CRPGs  

Pong

       non-shooter action games  

Populous

       complexity management in user interface design  

Populous\: The Beginning

       boundaries of game worlds  

       strategy games worksheet  

positive feedback loops (game balance)   2nd  

Postal

       violence in games   2nd   3rd   4th   5th  

power bar indicator

       user interface design   2nd  

Power Boat Racing

       boat simulators  

power points

       in action games  

Power Puff Girls  

power-ups

       in action games   2nd  

precision

       in coordination challenges  

presentation

       puzzle games  

presentation.   [See user interface design]

preventing

       piracy  

principles of aesthetics in game design   2nd  

procedural scene representations  

production details section

       in game treatments  

               budget section   2nd  

               current status section  

               development team section   2nd  

               schedule section  

production rate

       in CMSs  

profiles (for avatars)

       creating for persistent worlds   2nd  

profit-making ventures

       in CMSs   2nd  

programming.   [See game programming]

prologue (storytelling)  

prototyping (techniques for achieving game balance)   2nd  

psychological disinhibition  

psychological tactics in gameplay  

publicity rights

       sports game design issues   2nd   3rd   4th  

pure challenges   2nd   3rd   4th   5th   6th  

       coordination challenges   2nd  

       intelligence-based challenges   2nd  

       knowledge-based challenges   2nd   3rd   4th  

       lateral-thinking challenges   2nd   3rd  

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

       memory challenges   2nd   3rd  

       moral challenges   2nd   3rd  

       pattern-recognition challenges   2nd   3rd   4th  

       physical challenges   2nd  

       reflex/reaction time challenges   2nd  

       spatial-awareness challenges   2nd   3rd   4th  

purists

       vehicle simulations  

puzzle games   2nd   3rd  

       case study

               The Incredible Machine   2nd   3rd  

       computer features of   2nd  

       Scott Kim •s eight steps in puzzle game design   2nd   3rd  

       victory conditions   2nd  

puzzles   2nd  

       defined  

       in adventure games   2nd  

               backward puzzles  

               click-the-right-pixel puzzles  

               FedEx puzzles  

                opposite -reaction puzzles  

               outside knowledge requirements   2nd  

               trial-and-error puzzles  

puzzles.   [See also challenges]2nd   [See also challenges]

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