Andrew Rollings and Ernest Adams on Game Design

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Q*Bert

       non-shooter action games  

       updates for classic games   2nd  

Q*Bert 3D

       updates for classic games   2nd  

Quake

       gameplay in   2nd  

       interaction model for action games  

       perspective in action games   2nd  

       pure challenges in gameplay  

       setting of  

       technology-driven games  

       transitive relationships  

        unanticipated moves in  

        user interface design in action games  

Quake II

       ordeal stage  

Quake III

       3D first-person shooters   2nd  

       as action game example  

        core mechanics  

       first-person shooters  

       power-ups in action games  

       spatial-awareness challenges   2nd  

       transitive relationships  

       user interface design of action games  

Quake III Arena

       explicit challenges   2nd  

Quake series

       challenges in gameplay  

quick-save feature   2nd  

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