Andrew Rollings and Ernest Adams on Game Design

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R-Type

       2D shooters  

       ordeal stage  

       scrolling in games  

       storytelling  

       transitive relationships   2nd  

RabbitJack •s Casino

       continuous content production for online games  

races  

racing games.   [See driving simulators]

Rainbow Islands

       boss characters in action games   2nd  

        collectibles in action games  

Rainbow Six

       player's role  

random disasters

       in CMSs  

random factors (game balance)   2nd  

rating systems for athletes

       sports games   2nd   3rd  

ray tracing

       future of game programming   2nd  

real-time games

       versus turn -based games   2nd  

real-time ray tracing

       future of game programming   2nd  

real-time strategy (RTS) games

       logistics in  

        user interface design  

real-time strategy games (RTS)   2nd   3rd  

real-world simulations  

realism

       versus abstraction   2nd  

realism of games

       defined   2nd  

realistic characters.   [See believable characters]

realistic games  

rear view (vehicle simulations)  

reasoning.   [See deduction ]

Red Alert

       detecting dominant strategies  

       shadow costs  

Red Alert . See Command and Conquer\

       Red Alert  

reflex/reaction time challenges   2nd  

refusal of call to adventure (as part of hero's journey)   2nd  

relative speeds in game worlds  

remakes .   [See updates to classic action games]

replayability of adventure games   2nd  

reputation

       of avatars  

research of storytelling   2nd  

resource distribution

       in strategy games   2nd   3rd   4th  

resources

       in CMSs   2nd  

               converters for   2nd  

               deadlocks on   2nd  

               drains on   2nd  

               equilibrium   2nd   3rd   4th  

               sources for   2nd  

restoring balance (interaction model)   2nd  

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

retail distribution of games

       versus electronic distribution   2nd  

Return of the Incredible Machine\: Contraptions

       puzzle games  

Return to Castle Wolfenstein

       first-person shooters  

return with reward stage (as part of hero's journey)   2nd  

reviewers of game design

       need for   2nd  

reward stage (as part of hero's journey)   2nd   3rd  

Reynolds, Brian   2nd   3rd  

Rez

       future of game genres  

ride simulators

       future of game hardware   2nd  

Risk

       user interface design in strategy games   2nd  

Robotron

       2D shooters  

       as action game example  

       pattern recognition  

Robotron 2084

       updates for classic games   2nd   3rd  

Robotron X

       updates for classic games   2nd  

Rock, Paper, Scissors

        intransitive relationships   2nd   3rd  

Rocket Man  

Rogue

       storytelling in CRPGs  

role playing

       enforcing in online games  

role-playing games  

       future of   2nd  

       self-adjusting plots

               future of game programming   2nd  

role-playing games.   [See RPGs]2nd   [See CRPGs]

roles of players

       defined   2nd  

       persistent worlds versus games   2nd  

Roller Coaster Tycoon

       game genres  

RollerCoaster Tycoon

       CMSs  

       interaction model for strategy games  

Rorschach test (pattern recognition)  

round robin mode

       sports games  

Rowling, J.K. (Harry Potter ITALIC novels )  

RPGs

       (role-playing games)  

       user interface design

               evolution of   2nd   3rd   4th  

RPGs (role-playing games).   [See CRPGs]

RPGs.   [See role-playing games]

RTS (real-time strategy games)   2nd   3rd  

RTS (real-time strategy) games

       logistics in  

       user interface design  

rules

       action games  

               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  

       CMSs  

               converters for resources   2nd  

               deadlocks on resources   2nd  

               drains on resources   2nd  

               equilibrium   2nd   3rd   4th  

               random disasters  

               resources   2nd  

               sources for resources   2nd  

       defined  

       puzzle games  

       sports games   2nd  

       vehicle simulations   2nd  

rules of play

       strategy games  

                conquest strategy games  

rules.   [See also core mechanics]

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