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

P

pacing, 242

emotional, 523-524

packaging, 182, 186-187

Pac-Man , 58, 97, 145, 208, 450, 451

paint programs, 410

Pajitnov, Alexey, 141, 142, 146, 149

panic/tension, 95

parser interface, 183-184, 199

particle system, 292-293

passion, 483

patches, 254, 282

pathfinding, 218 see also navigation

problems with, 167

paths, 396, 462

alternate, 462

branching, 465

critical, 456-457, 465, 480

multiple, 466

Pathways into Darkness , 296, 297

Pattern Language, A , 425-426

PC games , 477

controls in, 132-133, 135

vs. video games, 188

Peart, Neil, 281

pen-and-paper games, 205

pentomino, 142, 146, 149, 150

people not things, 262, 268, 278, 384

performance, 53-54, 525

issues, 45

persistent games, 254

persistent worlds , 4, 241-242

personal games, 32

Personal Software, 186

personalities, 332

of players, 245

of player character, 13, 218-222, 234-235

perspective,

first-person, 527, 528

first-person vs. third-person , 528-529

third-person, 234-235

Persson, Johan, 245

philosophy of design, 512

physics system, 43-44, 298-299, 301, 363, 457, 476, 477-478, 481

Pie-in-the-Sky Document, 377-378

Pierce, Tomi, 327

pinball games, 9, 60, 90-91

pinball thumper, 102

piracy, 186-187, 409

Pirates! , 20, 22 , 23, 24, 36

pitch document, 308

placeholder art, 284-285

Planetfall , 6, 174, 180, 185, 198

platformers, 12, 105-106

playable builds, 288

player behaviors, anticipating , 254

player characters , 13, 219-222, 325 see also characters

anonymity of, 235

behavior, 389-390

capabilities of, 362-363

controlling, 212, 383

creating, 383

customizing, 244

dying, 218

moving, 127

mute, 220, 482

personality of, 13, 218-222, 234-235

reactions to, 367

player disconnect, 528

player freedom, 95, 124, 275, 384, 480

player-killers, 247

player s story, 10, 37, 203-206

vs. designer s story, 383-384

players, 1-2, 14, 34, 154-155

alienating, 130

allowing for experimentation, 128

and collaboration with designer, 427

as experts on subject matter, 428

choices, 203, 274, 276-277, 386, 509, 510, 511-512, 521-522, 529, 530

confusing, 134, 465

cooperation between, 242, 245-246

creativity of, 116, 325, 414

decisions of, 37-38

desires of, 238-239

direction, 10-11

distancing from game, 51

drawing into game, 128

empowering, 59, 225, 529-530

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

experiences, 120-123, 481

failure in game, 14, 465, 466

feedback, 135-136, 440-441, 444, 464

frustration, 8, 10, 12, 14, 16, 126, 134, 183, 199, 243-244, 465-466

ganging up on, 245

getting stuck, 16-17, 463

giving a fair chance to, 14

goals, 10-12

guiding, 124

improvisation, 481

involvement, 35-36, 203, 523, 529

leading, 275

learning styles of, 127-128

learning, 28, 424

losing, 22

mistakes, 127-128

motivations for playing multiplayer games, 238-239

negotiation between, 245

personalities of, 245

punishing, 128, 149

ranking, 248

repeating accomplishments, 15-16

responsibility of, 215

rewarding , 128, 459, 464

success of, 465

taking risks, 60

teaching, 127-131

trying game mechanics, 127-128

understanding of game, 414-415

unique approaches of, 414-415

what they want, 1-2, 238

players, types of, 83

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

children, 234

experienced , 247

expert, 9

female , 94, 129, 241-242, 248

hard- core , 83, 193, 197, 247, 254, 294, 302-303, 486

inexperienced, 9

male, 127-128

novice, 9, 14, 83, 130, 197, 246-248

playing it in my mind, 92

playing styles, 491

PlayStation 2, 279, 526

playtesters , 472, 473, 484-489, 491-492, 497

appropriate, 485-487

feedback from, 446

first- impression , 486, 490

game designers as, 486

hard-core fans as, 489

inappropriate, 487-489

kleenex testers, 446, 486

non-gamers as, 487

traditional, 485-486

playtesting, 18, 34, 132, 134-136, 173-174, 176, 185-186, 246, 253-255, 291, 388, 398, 429, 441-442, 446-447, 472, 473, 483-499

coaching during, 491

early, 489

guided vs. unguided, 492-493

methods for, 491-492

scheduling, 489-491

pleasing everyone, 498

plot, 121-122, 222, 274

adapting, 218

developing, 275

simplicity of, 348

twists , 523

point-and-click interface, 183, 230-231, 329, 388, 412

Pokemon , 1

Pole Position , 462

polygon count, 54

Pong , 93, 97, 239

pop-up menus , 277, 389

ports, see conversions

Portwood, Gene, 324

positive feedback, 33, 243

predetermined outcome, 384

preproduction, 519

prequel, 180

press, 141-142, 178, 226

Prime Target , 50

primrose path games, 338

Prince of Persia , 128 , 137, 320, 323-326, 324 , 325 , 339, 346-347, 350, 351 , 351-353, 364

Prince of Persia 2 , 329

Prince of Persia 3D , 344-345, 346

Prince of Persia (movie), 350, 352

Prince of Persia: The Sands of Time , 219-220, 220 , 320, 345-350, 345 , 346 , 349 , 350 , 352, 527

production cycle, 168

profitability, 177-178

programmer/designer, 32, 435

programmers, 109, 165, 291-293, 299, 317, 368, 370, 405-406

vs. designers, 403-406

programming, 90, 93, 317, 409-410

complexity of, 406

Project Gotham Racing , 462

proof-of-concept, 283

proposal document, 308

prototype, 283-285, 288, 294-295, 518

prototyping, 32-34, 110-111, 285

publishers, 319, 518

Puzo, Mario, 533

puzzle elements, 332

puzzle games, 142-144

puzzles, 116-117, 117-118, 121, 122, 124, 143, 190, 198, 232-233, 235, 364, 457, 463

arbitrary, 457

solving, 120, 457

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