Andrew Rollings and Ernest Adams on Game Design

[SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Y] [Z]

Ultima Online

       economies in persistent worlds  

       perception of fairness   2nd  

       player-versus-player killing   2nd  

       Raph Koster as lead designer  

Ultima Underworld

       screen layouts  

Ultima Underworld II

       3D in CRPGs   2nd  

Ultima VII

       call to adventure  

universal icons

       in user interface design   2nd   3rd  

universal moral challenges   2nd   3rd   4th  

universal story form

       hero's journey   2nd  

unlimited sources for resources

       in CMSs  

Unreal

       reward stage  

Unreal Tournament

       first-person shooters  

       spatial-awareness challenges  

       transitive relationships  

updates for classic action games  

updates to classic action games   2nd   3rd   4th  

upgrade technology limits

       in strategy games   2nd  

Uridium

       2D shooters  

       compared to Space Tripper  

       space shooters   2nd  

user experience

       defined   2nd  

user experience.   [See also user interface design]

user interface

       for strategy games   2nd  

       importance of   2nd  

       strategy games  

user interface design   2nd  

       action games   2nd   3rd  

       audio element   2nd   3rd  

               music   2nd  

               sound effects   2nd  

       complexity issues   2nd   3rd   4th  

       evolution of   2nd  

               adventure games   2nd   3rd   4th   5th   6th   7th   8th  

               arcade games   2nd   3rd   4th   5th  

               role-playing games (RPGs)   2nd   3rd   4th  

               strategy games   2nd   3rd   4th   5th   6th   7th   8th   9th   10th  

       for CMSs  

       functionality versus aesthetics   2nd  

       in adventure games   2nd  

               direct control interfaces  

               inventory management   2nd   3rd  

               object manipulation   2nd   3rd   4th   5th   6th   7th   8th   9th  

               point-and-click interfaces  

               speed of movement  

       in CRPGs  

       interactive element   2nd   3rd  

               complexity management   2nd   3rd   4th   5th   6th  

               game controller capabilities   2nd   3rd  

               icons   2nd   3rd   4th  

               navigation prototypes   2nd  

               player expectations   2nd  

               screen layouts   2nd   3rd  

               standard elements of   2nd   3rd   4th   5th  

               text   2nd  

       purpose of  

       sports games   2nd  

       vehicle simulations   2nd  

       visual element   2nd   3rd  

               3D versus 2D   2nd   3rd  

       worksheet   2nd  

Категории