Game Design: Theory and Practice (2nd Edition) (Wordware Game Developers Library)

A

abstraction, 274

vs. reality, 126-127

in game-world, 125

Abyss, The , 189

accessibility, 523-524

Accolade, 192

accomplishment, sense of, 148

action, 455-456

action games , 51, 142-144, 250, 455-456

action/adventure games, 200, 456-457

action/exploration games, 457, 460

actions, branching, 460

Activision, 179-180, 189, 194

actors, casting, 332-333

Adams, Douglas, 175-176

Adams, Scott, 326

adaptation

of 2D games, 299-300, 344-345

of fiction , 175

of games, 26

of non-computer games, 142

addictive quality of games, 26-27, 58

Advanced Squirrel Hunting , 294

Adventure , 187

adventure games, 47, 191, 194, 198, 200, 227-228, 229-230, 233, 235-236, 326, 339, 470

aesthetics, 459-460, 471

Age of Empires , 125, 253

AI, see artificial intelligence

Air Warrior , 241

Alexander, Christopher, 425-426

Alice in Wonderland , 188

alpha, 490

Alpha Centauri , 151, 155 , 365

alpha testing, 185

alternate realities, 239

ambient life, 162

Amiga, 263

Amos, Scot, 104, 106

Anderson, Tim, 180

Angell, Carol, 507

anticipatory game design, 10, 116-117, 205-206, 481

antisocial nature of games, 5, 237-238

Ants, The , 419

AOL, 413, 440

Apple II, 260

Apple Invaders , 321

Arabian Nights , 323

arcade games, 103, 108, 216, 239 see also classic arcade games

vs. home market, 103-104, 111-112, 113

arcades, 58, 102-103, 104, 144

Archer, Cate, 219

architecture, 426, 469

designer, 473

modifying, 471

refining, 469-470

Area 51 , 103

Arkanoid , 107

art bible, 315-316

art form, games as, 532

Art Nouveau, 334

Art of Computer Game Design, The , 71, 257, 264

art style, 315-316

artificial intelligence, 5, 93-94, 112, 147-148, 151-171, 239, 258, 278, 288, 332, 516, 520-521

agents , 153, 244-245

challenging, 155

collaborative, 155, 368

describing in design document, 366-368

equal vs. unequal , 154-156, 162-163, 368

goals of, 153-162, 163

irrational, 158

logic of, 158-159

player expectations of, 153-154

programming, 152-153

providing challenge for player, 154-156

scripted, 168-171

simple, 153-154

sophistication of, 163-164, 166-167, 167-168

stupidity of, 156-157

unpredictability of, 157-159

vs. gameplay, 163-164

artificial stupidity, 171

artistic license, 385

artists , 109, 370, 473

Asheron s Call , 248

assets, throwing away, 284-285, 287, 290, 471

assumptions in design document, 366

Asteroids , 87, 88 , 91 , 91-93, 92 , 108, 109 , 321

saucer in, 91, 95

Asteroids Deluxe , 92

Atari, 80, 87-88, 95, 98, 100-101, 102, 103, 107, 258-264, 321

Atari 2600, 93, 259-260

Atari 800, 259-260

Atari Program Exchange, 261

Atari Research Division, 261, 264

audience, 193, 205, 222, 294, 302, 418-419, 488

audio, 208, 336-337, 417 see also sound

output, 139-140

August, John, 350

authorship, abdicating , 124, 383-384, 451, 529-530

auto-mapping, 507

autonomous behavior, 389-390

Avalon Hill, 258

avatar, customizing, 244

Avellar, Norm, 101

Avid editing system, 331

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