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

C

Call of Duty , 12, 457, 529

camera,

controlling, 299-300, 303, 304

following, 344

in level editor, 394

view, 476

Captain Hero, 421

Car & Driver , 501

Carlston, Doug, 321

Carlyle, Thomas, 392

Carmack, John, 53, 513

cartoon imagery, 221

cartoons, 334

Castles of Doctor Creep, The , 323

casual game players, 83-84, 193, 198, 302-303, 423, 430, 440, 479

casual gaming experience, 106

Caterson, Steve, 105

CD-ROM games , 208

cell phone games, 106

cellular automata , 410-411

censorship, 482

Centipede , xx, 50, 54, 57-68, 62 , 64 , 66 , 67 , 80-82, 87, 88, 93-96, 94 , 95 , 107, 118, 126, 137, 143, 145, 152, 153, 154, 202, 213, 285, 373, 450

blob strategy, 118

Bug Shooter idea, 88, 93

focus statement, 81

mushrooms in, 54, 63-64, 65-66, 88, 95, 118

Centipede (3D version), 50-51, 51 , 54, 80-82, 81 , 157, 208, 240, 251-252, 253, 285, 290, 304, 396, 399, 404, 496

focus statement, 82

level editor, 399-400

Cerny, Mark, 96, 379, 497

challenges, 2-3, 14, 120, 123-124, 238, 303

Champions , 248

changes, importance of documenting, 378

characters , 174, 222, 310, 311-312 see also player characters

behavior of, 376-377

creating, 387

describing, 362-363

iconic representation of, 221

personality of, 13

chat, 3-4, 249-251, 440

Chavez Ravine , 352

checkpoint saving, 15-16

checkpoints, 463

chess, 119, 238, 248

children game players, 234

choice trees, 328

choices,

giving to players, 119-120, 203, 274, 386, 509, 510, 511-512, 521-522, 529, 530

in levels, 466

interesting, 466, 480

making, 56, 480, 482, 500

meaningful, 482, 500

Choplifter , 321-322

Choose Your Own Adventure, 337

Chris Crawford on Game Design , 257

chrome, 459

Chuck Yeager , 501, 515

Church, Doug, xvii, 383, 500-531

cinema, see film

Civil War, 21, 27-30

Civilization , xxi, 20, 21, 23, 24, 25-27, 26 , 33 , 37 , 118, 226, 236, 282, 373, 384, 387, 393, 408, 451, 460-461

end-game, 16-17

rush strategy, 118

Civilization II , 117 , 151

Civilization III , 243

Civilization board game, 25-26

classic arcade games, 51, 57-59, 144-145, 146 see also arcade games

characteristics of, 58-61

click-and-drag , 28-29, 134, 429

clone games, 2, 297, 321, 342-343

Close Combat , 153

closure moments, 521

Cmiral, Elia, 336

Cobb, Ron, 195

code like hell, 393

coin-op games, 95, 99, 102-103, 112-113, 321

coin-op market, 87, 96, 100-101, 102-103

vs. home market, 97, 103-104, 108, 111-112, 113

Cold War, 516

collaboration, 506

between designer and player, 427, 500

in game development/level creation, 474

in storytelling, 383-384

collaborative play, 253

Colonization , 192

color games, 93

comic books, 271, 334

Command & Conquer , 131, 140, 202, 203-204, 206, 208, 231, 297, 300

commercial

games, 200

success, 513-514, 523-524

viability, 278-280, 530

Commodore 64, 409

communal activities, 3-5

communication, 376

with development team, 75, 109, 291, 436, 473, 505-506

with player, 387-388, 417

community, online, 255, 413

comparisons of games, 358-359

competition in games, 243

competitive analysis document, 309

complex systems, 25, 116-117, 117-118

balancing, 270

tracking, 136

complexity

of game, 149-150

of programming tasks , 406

CompuServe, 413

computer games

vs. board games, 26

vs. video games, 263, 271

concept document, 308

concept sketches , 315

consistency, 8-9, 117, 312

console games, 134, 348-349, 451-452, 477, 524

controls in, 132-133

console market, 108

constellation, 168, 222

constraints,

dramatic, 275

working with, 58

consumer games, see home market

controls, 62, 83, 95, 100, 102, 103-104, 127, 131-136, 231, 303, 325, 329, 348-349, 352, 362, 479

click-and-drag, 28-29, 429

intuitive, 62, 131-134, 136, 387-388

learning, 129-130

mouse, 507

simplifying, 132-133, 248

testing, 490

conversations, 431, 515-516

branching, 314, 507

canned, 428

with NPCs, 46, 83, 213, 268, 301-302, 313

conversions, 97, 100-101, 103-104, 268, 310, 401

cooperative games, 242, 245-246, 251-252, 253

Coppola, Francis Ford, 533

copy protection, 186-187, 216

core game, 362

Cosmic Encounter , 238, 245

Counter-Strike , 241, 245

Covert Action , 20, 22-23, 23 , 24

Cranford, Michael, 533

Crash Bandicoot , 134, 137

Crawford, Chris, xvii, 71, 205, 257-280, 307, 384

creative freedom, 134, 177, 259

creativity of player, 116, 325, 414

Criterion, 43, 53

critical path , 456-457, 465, 480

cross-cutting , 322, 328

cross-marketing, 353

Cruisin World , 462

cult of personality, 36

cut-scenes, 17-18, 37, 207-212, 217, 301, 313, 317, 328, 329, 334, 350, 481-482

non-interactivity of, 209-211

playback, 209-210

Cyberball , 102

cyberspace mode, 513

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