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]

vanishing players

       design issues for online games   2nd   3rd   4th  

variable time in game worlds   2nd  

variably scrolling games  

vehicle simulations   2nd  

       design issues

               AI for opponents   2nd  

               G-forces   2nd  

               intellectual property rights  

               sense of speed   2nd  

       elements of

               competition modes   2nd  

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

               interaction model  

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

               player roles   2nd  

               rules   2nd  

               settings   2nd  

                user interface design   2nd  

       future of   2nd  

       Megafortress example   2nd  

       reasons for playing   2nd  

       ships and boats   2nd   3rd   4th  

       spacecraft   2nd  

       tanks and mechs   2nd   3rd   4th  

       worksheet   2nd  

victory condition

       defined   2nd  

       eliminating in online games  

       sports games   2nd  

victory conditions

       action games   2nd   3rd   4th  

       civilian flight simulators   2nd  

       driving simulators  

       for CMSs   2nd  

       military flight simulators   2nd   3rd  

       puzzle games   2nd  

video arcades

       future of game hardware   2nd  

video gambling machines

       as game platform  

video game consoles.   [See home video game consoles]

viewpoint.   [See perspective]

views (camera).   [See perspective]

violence

       in games for girls  

violence in games   2nd   3rd   4th   5th   6th   7th  

violence.   [See shooters (action games)]

virtual life games.   [See artificial life games]

virtual reality

       future of game hardware   2nd  

visibility of secret data

       ensuring fairness in online games  

visual character design   2nd  

visual element (user interface design)   2nd   3rd  

       3D versus 2D   2nd   3rd  

visual imagination  

Vogler, Christopher (The Writer's Journey )  

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

voice recognition  

Voyager\: Elite Force

       memory challenges  

       moral challenges  

vulnerability of heroes  

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