Andrew Rollings and Ernest Adams on Game Design

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tactics

       in conflict games   2nd  

Tamagotchi

       artificial pets  

tangible attributes of avatars  

tangible resources

       in CMSs   2nd  

tank simulators   2nd   3rd   4th  

Taylor, Chris

       design template   2nd  

team games  

tech-trees

       in strategy games   2nd   3rd  

technical awareness (characteristics of game designers)   2nd  

technical design  

technical problems

       disadvantages of online games   2nd   3rd   4th  

technical writing  

technological advances

       PCs versus home video game consoles  

technology

       versus gameplay  

technology highlights

       in game treatments  

technology upgrade limits

       in strategy games   2nd  

technology-driven games   2nd  

telephones

       future of game hardware  

teleporters

       as obstacle to exploration  

templates

       Chris Taylor's design template   2nd  

temporal dimensions of game worlds   2nd  

       anomalous time   2nd  

       player adjustments to time   2nd  

       variable time   2nd  

temporal dimensions worksheet   2nd  

temporary power-ups

       in action games  

temptation

       as call to adventure   2nd  

testing

       game design  

       puzzle games  

testing of hero (as part of hero's journey)   2nd  

Tetris

       challenges in gameplay  

       harmony  

       maintaining balance   2nd  

       narrative  

       pattern recognition   2nd  

       puzzle games  

       reflex/reaction time challenges  

       storytelling  

       storytelling in games  

        user interface design for arcade games  

       victory conditions  

Tetris Trance  

text

       in user interface design   2nd  

text adventure games

       user interface design

               evolution of   2nd  

text assets

       versus art assets

               user interface design  

The Ancient Art of War

       future of strategy games  

       resolving conflict in strategy games  

The Art of Computer Game Design (Crawford)  

The Empire Strikes Back  

       threshold guardians  

The French Lieutenant's Woman

       suspension of disbelief  

The Godfather  

The Hero with a Thousand Faces (Campbell)   2nd  

The Hitchhiker's Guide to the Galaxy

       user interface design for adventure games  

The Hobbit

       tricksters  

The Hobbit (Tolkien)  

The Incredible Hulk  

The Incredible Machine

       computer features in puzzle games  

       game genres  

       puzzle games case study   2nd   3rd  

The Legend of Zelda\: Ocarina of Time

       action-adventure games  

       saving games  

The Longest Journey

       dramatic tension in adventure games  

       inventory management in adventure games  

        menu-driven actions in adventure games  

The Lord of the Rings  

       alternate planes of reality  

The Lord of the Rings (Tolkien)  

The Lost Files of Sherlock Holmes

       scripted conversations with NPCs  

The Ring of the Nibelungs

       cycle of operas  

The Secret of Monkey Island

       case study   2nd  

       menu-driven actions in adventure games  

       scripted conversations with NPCs  

       what to avoid in adventure game design  

The Settlers

       construction mechanisms  

       converters for resources in   2nd  

       deadlocks in  

       economic challenges  

       hybrid games  

       resources in CMSs  

The Settlers III

       anomalous time in game worlds  

The Settlers of Catan

       strategy game example   2nd  

The Sims   2nd  

       complexity management in user interface design  

       CRPGs  

       economic challenges  

       genetic A-life games  

       history of adventure games  

       inspiration for game ideas  

       needs of sims   2nd  

       personal moral challenges  

       personalities of sims  

       reasons for success   2nd  

       skills of sims  

       trade-offs  

       transitive relationships   2nd  

       variable time in game worlds   2nd  

The Stunt Man

       suspension of disbelief  

The Writer's Journey (Vogler)  

       . s journey (storytelling)   [See also hero']

Their Finest Hour

       player roles in flight simulators  

theme

       strategy games   2nd   3rd  

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

               exploration   2nd   3rd   4th   5th  

               trade   2nd   3rd  

theme of story  

Theme Park

       analysis tools in CMSs  

       case study   2nd  

       complexity management in user interface design  

       economic challenges  

Theme Park World

       advisors in CMSs  

       business simulations  

themes

       of CRPGs   2nd  

Thief

       future of action games  

Thief\: The Dark Project

       physical surroundings in game worlds  

       stealth in  

third-person perspective  

       in adventure games   2nd   3rd   4th   5th  

third-person viewpoint

       in action games  

three-act structure (storytelling)   2nd   3rd  

       plot pacing   2nd   3rd   4th  

three-dimensional games  

threshold crossing (as part of hero's journey)   2nd   3rd  

threshold guardians   2nd  

Tic-Tac-Toe

       as strategy game  

       game settings  

       game worlds  

tile-based game worlds

       in strategy games  

time

       in persistent worlds   2nd  

               irreversible nature of   2nd  

time limits

       in action games   2nd  

time.   [See also temporal dimensions of game worlds]

timing

       in coordination challenges  

title page

       in game treatments  

Tolkien, J.R.R.

       The Hobbit  

       The Lord of the Rings  

Tomb Raider

       action-adventure games  

        aesthetic design  

       movie version  

       perspective  

Tomb Raider series

        differentiating avatars in action games  

       perspective in action games  

tool tips

       in user interface design  

Total Annihilation

       design templates  

tournament mode

       sports games  

Toy Story

       future of action games  

       third-person perspective in adventure games  

toys

       defined  

trackside view (driving simulators)  

trade

       in strategy games   2nd   3rd  

trade-offs (game balance)   2nd  

trademarks

       sports game design issues   2nd   3rd   4th  

transitive relationships (game balance)   2nd   3rd   4th   5th   6th   7th   8th   9th   10th  

transmission delay

       for online games  

trap

       as obstacle to exploration   2nd  

trial-and-error

       game balance as  

trial-and-error puzzles

       avoiding in adventure games  

tribal moral challenges   2nd  

tricksters   2nd   3rd  

trivialities, avoiding   2nd   3rd  

Trivival Pursuit

       knowledge-based challenges   2nd  

Tron  

       spatial-awareness challenges   2nd  

true locomotion

       future of game programming   2nd  

Turing Test  

turn -based games

       versus real-time games   2nd  

turn-based strategy games   2nd  

Twenty Questions

       game settings  

       game worlds  

two-dimensional games  

Tycoon series

       trade in strategy games  

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