Index S

[SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Z]

racing games
    brainstorming emotional complexity  2nd 
Ragged Ending 
re-sequencing  [See MNR]
real-time cinematics 
realism  2nd  3rd 
reality
    artists 
reality-based games
    versus fantasy and Sci-Fi games  2nd 
reasons
    for putting emotion in games  2nd 
        art 
        brand loyalty 
        buzz 
        competition  2nd 
        creative teams 
        demographics 
        maturity 
        media 
        profit 
rebirth 
recognizing
    symbols 
references
    shared references
        Group Bonding Techniques 
regret  2nd  3rd  4th 
Relationship History 
relationships
    between characters' Layer Cakes  2nd 
    Chemistry
        characters can read each other's hidden feelings  2nd 
        characters speak highly of each other in the absence of each other  2nd 
        characters that think in the same way  2nd  3rd 
        creating  2nd 
        fighting  2nd 
        Shared Bits  2nd  3rd 
    complex relationships
        Cohesiveness Techniques  2nd 
    underkill versus overkill  2nd 
reminder of stakes
    Cohesiveness Techniques  2nd 
renderer 
rendering engine 
repetitive gameplay
    avoiding  2nd 
reputation of character
    Cohesiveness Techniques 
responsibility
    characters for whom players are responsible
        NPC Rooting Interest Techniques  2nd  3rd  4th 
    First-Person Deepening Techniques  2nd  3rd 
        case studies  2nd  3rd 
        giving face to groups  2nd 
Returning to the City case study
    First-Person Character Arcs  2nd 
revealing complex characters through their actions  2nd  3rd 
    Character Diamonds  2nd  3rd 
    real game case study  2nd  3rd  4th  5th  6th  7th  8th 
    Traits 
Reveals  2nd 
revelations
    plots 
revenge
    World Induction Techniques 
rewards
    First-Person Character Arc Techniques  2nd  3rd  4th  5th 
    increased abilities 
    items vital to mission 
    Motivation Techniques  2nd 
    power-ups 
    Role Induction Techniques  2nd 
Rich World Techniques 
    action choices  2nd 
    cultural art forms  2nd 
    detail  2nd 
    history  2nd 
    possession choices 
    role choices  2nd 
    visual incongruence  2nd  3rd  4th 
rituals
    shared rituals
        Group Bonding Techniques 
Road Warrior, The 
robo-speak 
rocky growth
    Character Arcs 
Role Induction Techniques  2nd  3rd 
    accomplishment 
    badass characters 
    beguiling identities  2nd 
    Character Diamonds  2nd 
    Cyberpunk Novelist case study 
    emotional response of character  2nd 
    leadership abilities  2nd 
    license to break the rules  2nd 
    problem generalization 
    rewards  2nd 
    Self Auto-Talk and Self Auto-Thought 
    silent characters 
    skill sets  2nd 
    sparse dialogue  2nd 
    Thief case study  2nd 
    tradeoffs 
    valuable and appreciated roles  2nd 
roles  [See also Role Induction Techniques]2nd  3rd 
    choices of  2nd 
    playable roles
        creating  2nd  3rd 
Roman Empire case study 
    Emotionally Complex Moments and Situations 
    First-Person Character Arc  2nd 
    First-Person Deepening Technique 
    NPC Deepening Technique 
    NPC Toward Player Relationship Deepening Technique 
    Plot Deepening Techniques  2nd 
Rooting Interest 
    creating
        by bravery 
        by investing characters with life 
        by misfortune 
        by past experiences  2nd 
        by placing NPCs in danger  2nd 
        by responsibility  2nd  3rd  4th 
        by self-sacrifice  2nd 
Rooting Interest Techniques 
    Ico case study 
rules
    changing at the end  2nd 



Creating Emotion in Games. The Craft and Art of Emotioneering
Creating Emotion in Games: The Craft and Art of Emotioneering
ISBN: 1592730078
EAN: 2147483647
Year: 2003
Pages: 394

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