Andrew Rollings and Ernest Adams on Game Design

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Sagan, Carl

       quote  

sailing ship simulations  

sales role

       of design documents  

Samba De Amigo

       game controller capabilities  

       physical challenges  

sample high-concept document   2nd   3rd  

save-game feature

       adventure games  

saving games   2nd  

       advantages of   2nd  

       automatic-save feature  

       disadvantages of   2nd  

       dramatic tension, effect on  

       quick-save feature   2nd  

       reasons for   2nd  

       suspension of disbelief, effect on  

       to files   2nd  

scale of game worlds   2nd   3rd  

scary versus spooky

       in games for girls  

scavenger model (persistent worlds)  

scene representation

       future of game programming   2nd  

       mathematical representations   2nd  

       procedural representations  

       real-time ray tracing   2nd  

schedule section

       in game treatments  

Schubert •s Law of Player Expectations  

sci-fi settings

       for strategy games   2nd  

science

       game design as  

Scissors, Paper, Stone

        intransitive relationships   2nd   3rd  

Scooby Doo

       cute sidekicks  

score

       in action games   2nd  

score indicator

        user interface design   2nd  

screen layouts

       user interface design   2nd   3rd  

Script Creation Utility for Maniac Mansion (SCUMM)  

script for audio commentary

       writing   2nd  

scripted conversations

       with NPCs   2nd   3rd   4th  

scripts.   [See design scripts]

scrolling in games   2nd  

SCUMM (Script Creation Utility for Maniac Mansion)  

Sea Dogs II

       pirate games  

season mode

       sports games  

secret data

       visibility of

               ensuring fairness in online games  

secret exits

       in action games   2nd  

secure telecommunications protocols

       ensuring fairness in online games   2nd  

self-adjusting plots

       future of game programming   2nd  

selling items

       in CMSs   2nd  

sense of speed

       vehicle simulations   2nd  

sensual interfaces

       in games for girls  

sequences

       for puzzle games  

serials   2nd   3rd  

series   2nd   3rd  

setting

       adventure games   2nd  

               emotional tone   2nd  

       for CMSs   2nd  

       for strategy games   2nd  

       of CRPGs   2nd  

               Anachronox   2nd  

               Arcanum\: Of Steamworks and Magick Obscura   2nd  

               Fallout   2nd  

               Nox   2nd  

               Planescape\: Torment   2nd  

settings for games

       defined   2nd  

       purpose of   2nd  

               "graphics versus gameplay" debate   2nd  

               harmony   2nd  

               suspension of disbelief   2nd  

       sports games   2nd  

settings for games.   [See also worlds]

settings in game worlds

        overused   2nd  

settings of games

       vehicle simulations   2nd  

sexual desirability

       in character design  

sexual reproduction

       genetic A-life games   2nd  

sexual temptation

       as call to adventure  

shadow costs

       combinatorial effects  

       intransitive relationships   2nd  

       transitive relationships   2nd  

shadows   2nd   3rd   4th  

shape shifters   2nd  

shell interface (user interface design)   2nd  

ship simulators   2nd   3rd   4th  

shooters (action games)   2nd   3rd   4th   5th   6th   7th   8th  

       2D shooters   2nd  

       fighting games   2nd   3rd  

       first-person shooter (FPS)  

       first-person shooters (FPS)  

               3D elements of   2nd  

               field of vision in   2nd  

       space shooters   2nd   3rd  

shortcut keys

       user interface design  

Sid Meier •s Civilization

       strategy games  

Sid Meier •s Colonization

       exploration in strategy games   2nd  

side view (vehicle simulations)  

side-scrolling perspective  

sidekicks   2nd   3rd   4th  

Sim City

       conceptual challenges  

       versus The Sims  

       victory conditions  

Sim City series

       cultural context of game worlds  

Sim Tower

       versus The Sims  

SimAnt

       behavior modeling  

       CMSs  

SimCity

       analysis tools in CMSs  

       behavior modeling  

       case study   2nd   3rd  

       CMSs  

       construction mechanisms  

       software toys  

SimCity 4

       user interface in strategy games  

SimFarm

       CMSs  

Simon

       memory challenges   2nd  

simplification

       puzzle games  

SimTower

       CMSs  

simulating individual people

       CMSs   2nd  

               mind-reading analysis tools  

simulating matches automatically

       sports games   2nd  

simulation

       versus storytelling  

simulation mode versus arcade mode

       sports games   2nd  

Sin

       shadows  

single-player games  

Sinistar

       mini-maps in action games  

       pattern recognition  

       time limits in action games  

size

       of design scripts   2nd  

skill system (CRPGs)

       versus class system  

skills of game designers.   [See characteristics of game designers]

skills of sims

       The Sims  

Skylark (Smith)  

Sly Boots

       as hero  

smart bombs

       in action games   2nd   3rd  

Smith, E.E. "Doc" (Lensman and Skylark (ITALIC))  

Snakes

       spatial-awareness challenges  

Snap

       pattern recognition  

       reflex/reaction time challenges  

Snider, Tess  

soccer games

       player expectations in user interface design   2nd  

social interaction

       advantages of online games   2nd  

social model (persistent worlds)  

software toys  

       defined  

Sokoban

       game genres  

Soldier of Fortune

       violence in games   2nd   3rd   4th  

solitaire card games  

solitaire games  

Sonic

       character design  

Sonic the Hedgehog

       perspective  

       user interface  

Sorites Paradox  

Soul Reaver

       future of action games  

sound

       physical surroundings in game worlds   2nd  

sound effects

       user interface design   2nd  

sources for resources

       in CMSs   2nd  

Space Invader

       pattern recognition  

Space Invaders

       2D shooters  

       call to adventure  

       gameplay versus narrative  

       interaction model for action games  

       shadows  

       space shooters  

       storytelling  

       victory conditions for action games  

       victory conditions in action games  

       violence in games  

       waves of enemies in action games  

space shooters (action games)   2nd   3rd  

Space Tripper

       2D shooters  

       3D elements of  

       checkpoints in action games  

        color in action games  

       power points in action games  

       power-ups in action games  

       space shooters   2nd  

spacecraft simulators   2nd  

spatial dimensions of game worlds   2nd  

spatial-awareness challenges   2nd   3rd   4th  

speech

       future of game programming   2nd  

speed

       vehicle simulations   2nd  

speed (athlete rating)  

speed in game worlds  

speed of delivery

       electronic distribution of games  

speed of movement

       in adventure games  

Speedball 2100

       invented sports  

Spongebob Squarepants  

spooky versus scary

       in games for girls  

sports games   2nd  

       case study

               Madden NFL Football   2nd  

       design issues

               arcade mode versus simulation mode   2nd  

               athlete AI design   2nd   3rd  

               athlete injuries   2nd  

               athlete rating systems   2nd   3rd  

               audio commentary   2nd   3rd   4th   5th  

               home field advantage   2nd  

               instant replay   2nd  

               invented sports   2nd  

               physics of sports games   2nd  

               simulating matches automatically   2nd  

               trademarks and publicity rights   2nd   3rd   4th  

               widely separated action   2nd   3rd  

       elements of

               competition modes   2nd  

               interaction model  

               perspective   2nd  

               player roles   2nd   3rd  

               rules   2nd  

               settings   2nd  

               structure   2nd  

               user interface design   2nd  

               victory and loss conditions   2nd  

       future of   2nd  

       terminology for   2nd  

       worksheet for   2nd  

SPS (Scissors-Paper-Stone) mechanism

       resolving conflict in strategy games   2nd   3rd   4th   5th   6th  

Spyro the Dragon

       action games worksheet  

       cute sidekicks  

        third-person perspective in adventure games  

SSX Tricky

       story-driven character design   2nd  

stagnation, avoiding   2nd  

Star Trek

       interactivity  

Star Trek syndrome

       settings for strategy games  

Star Trek\: The Next Generation

       future of games  

Star Wars

       setting in CRPGs  

       themes in CRPGs  

Star Wars Galaxies

       faction-based player-versus-player killing  

       player misbehavior in online games  

       Raph Koster as lead designer  

Star Wars games

       foreshadowing  

StarCraft

        conquest in strategy games  

Starcraft

       dialogue writing  

       dynamic balance   2nd  

       game controller capabilities  

       gameplay  

       invisible user interface  

       language as part of character development  

       music in games   2nd  

StarCraft

       resource distribution in strategy games  

Starcraft

       strategy games worksheet   2nd  

       three-dimensional games  

       user interface design in strategy games  

Starfleet Command III

       conquest in strategy games   2nd  

Starfox series

       character design  

Starship Troopers\: Terran Ascendancy

       3D user interface design   2nd   3rd  

state space (sports games)   2nd   3rd  

static balance   2nd   3rd   4th  

       combinatorial effects   2nd  

       dominant strategies   2nd   3rd   4th   5th   6th   7th  

       emergence   2nd   3rd   4th  

       feedback loops   2nd  

       payoff strategies   2nd  

       symmetry   2nd  

               intransitive relationships   2nd   3rd  

               transitive relationships   2nd   3rd   4th   5th   6th   7th   8th   9th   10th  

       trade-offs   2nd  

static equilibrium

       in CMSs   2nd   3rd   4th  

stats juggling  

status indicators

       user interface design   2nd   3rd  

stealth

       in conflict games   2nd  

Steel Battalions

       game controller capabilities  

stereotypes

       in games for girls  

Stonkers

       user interface design in strategy games   2nd  

story progression

       in game treatments  

story-driven character design   2nd   3rd  

       character development   2nd   3rd   4th  

               believable characters   2nd  

               character growth cycle   2nd   3rd  

storyteller

       determining   2nd  

storytelling   2nd   3rd   4th   5th   6th   7th   8th  

       and interactivity  

       backstories   2nd  

        backstory

               empathy for hero   2nd  

               importance of  

       determining storyteller   2nd  

       foreshadowing   2nd   3rd  

       hero's journey   2nd  

               call to adventure   2nd   3rd   4th  

               circular story form   2nd   3rd  

               innermost cave approach   2nd  

               journey back to ordinary world   2nd   3rd  

               list of steps   2nd  

               mentor meeting   2nd  

               ordeal stage   2nd  

               ordinary world   2nd   3rd   4th  

               refusal of call to adventure   2nd  

               resurrection stage   2nd  

               return with reward stage   2nd  

               reward stage   2nd   3rd  

               testing of hero   2nd  

               threshold crossing   2nd   3rd  

               universal story form   2nd  

       in adventure games   2nd  

               death of avatar   2nd  

               dramatic tension   2nd  

               heroic quest   2nd  

       in CRPGs

               importance of   2nd   3rd  

               opening stories   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th   12th  

               themes   2nd  

       monomyth   2nd   3rd  

       multi-part stories   2nd  

               episodic delivery   2nd   3rd  

               serials   2nd   3rd  

               series   2nd   3rd  

       persistent worlds versus games   2nd  

       prologue  

       research of   2nd  

       self-adjusting plots

               future of game programming   2nd  

       story spectrum   2nd   3rd  

       theme of story  

        three-act structure   2nd   3rd  

               plot pacing   2nd   3rd   4th  

       versus simulation  

       worksheet   2nd  

storytelling.   [See also narrative]2nd   [See also character design]

Stratego

       game settings  

strategy

       in conflict games   2nd  

strategy games   2nd   3rd   4th  

       analyzing board games for  

       board games as root of  

       converting to board games  

       elements of  

               conquest theme   2nd   3rd   4th   5th   6th   7th  

               exploration theme   2nd   3rd   4th   5th  

               interaction model   2nd  

                opponent design (AI)   2nd  

               perspective   2nd   3rd  

               setting   2nd  

               theme   2nd   3rd  

               trade theme   2nd   3rd  

               user interface   2nd   3rd  

       future of   2nd  

       real-time   2nd   3rd  

       rules of play  

               conquest strategy games  

       The Settlers of Catan example   2nd  

        turn -based   2nd  

       user interface design

               evolution of   2nd   3rd   4th   5th   6th   7th   8th   9th   10th  

       worksheet   2nd  

Street Fighter series

       fighting games  

strongly dominant strategies

       game balance  

structure of games

       defined  

structure of sports games   2nd  

study of game design  

styles in game worlds   2nd  

submarine simulations  

success of The Sims

       reasons for   2nd  

sudden death mode

       sports games  

Sudden Strike

       3D user interface design   2nd  

       user interface design in strategy games   2nd  

Super Mario

       coordination challenges  

       transitive relationships   2nd  

Super Mario 64

       interaction model for action games  

       user interface design in action games  

Super Mario Advance

       pattern recognition  

Super Mario Brothers

       movie version  

       two-dimensional games  

Super Mario Kart

       vehicle simulations  

Super Mario Sunshine

       boss characters in action games  

       perspective in action games  

Super Mario World

       compared to Defender in difficulty level   2nd  

       secret exits in action games  

       user interface design in action games  

Super Monkey Ball

       character design  

       storytelling  

Super Monkey Ball 1 and 2

       non-shooter action games  

Super Smash TV

       updates for classic games  

Super Turbo Street Fighter 2

       dominant strategies (game balance)   2nd  

super-human vision

       in action games  

super-sensuality in character design   2nd   3rd   4th   5th   6th   7th  

superficial characters  

supply lines.   [See resource distribution]

survival

       in conflict games   2nd  

suspension of disbelief   2nd  

       disadvantages of online games  

       effect of saving games on  

swordfight

       in The Secret of Monkey Island  

Swords and Circuitry (Hallford)   2nd  

symmetry (game balance)   2nd  

       intransitive relationships   2nd   3rd  

       transitive relationships   2nd   3rd   4th   5th   6th   7th   8th   9th   10th  

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