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

E

Earth Day, 270

Eastern Front (1941) , 257, 260-261, 267

easy-to-learn games , 33, 58, 60

easy-to-play games, 33

eBay, 196

economic simulations, 24, 25

vs. biological simulations, 416

ecosystems, 416-420

Edith, 421, 433-434

Egyptian Rumba , 73

Eidos, 517, 518

Electric Ladyland , 533

Electronic Arts, 103, 174, 269, 436, 501, 530

Elements of Style, The , 306

Elliot, Lauren, 324

Ellipsis Special Documents, 374-375

Ellison, Harlan, 40-41

emergence, 117-118, 253, 442-443

emoticons, 249

Emotion Engine, 279

emotions in games, 6, 239, 522, 523-524

Empire , 21, 269

empowerment, 123, 383-384, 475

Enchanter , 177, 180

end-games, 16-17, 243

endings,

determining through gameplay, 161-162

multiple, 121-122

enemies, outnumbering players, 154-155

engines, see game engines

Ensemble, 253

entertainment media, 38

entity editors, 399

environment, see game-world and setting

Erasmatron, 257, 272-280, 276

commercial viability of, 273

creating story- worlds with, 273

predetermined endings, 274-275

story-world options, 276-277

Erasmatron 2, 273

escape, impossibility of, 16

event-based , 512

EverQuest , 241, 243, 248

evolution of games, 38, 108

expectations of player, 8-18, 63, 126-127

experimentation, 234, 291, 386

experienced game players, 247

exploits, 118, 254, 442

exploration, 6, 15, 223, 228, 234, 414, 456-457, 460-461, 462, 491

external materials, storytelling through, 206, 216-217

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