Index C


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

cabal process  
Caesar
       analysis tools in CMSs  
       economic challenges  
       settings for CMSs  
call to adventure (as part of hero's journey)   2nd   3rd   4th  
Call to Power series
       strategy games  
camera angles.   [See perspective]
camera perspective.   [See perspective]
campaign mode
       vehicle simulations   2nd  
Campbell, Joseph (The Hero with a Thousand Faces )   2nd  
Capitalism II
       business simulations  
car-racing games.   [See driving simulators]
career mode
       sports games  
       vehicle simulations  
Casablanca
       emotional dimensions of game worlds  
case studies
       puzzle games
               The Incredible Machine   2nd   3rd  
       SimCity   2nd   3rd  
       sports games
               Madden NFL Football   2nd  
       The Secret of Monkey Island   2nd  
       Theme Park   2nd  
       victory conditions for action games   2nd   3rd  
Castle Wolfenstein 3D
       future of action games  
casual gamers   2nd  
       role of narrative for  
casual players
       vehicle simulations  
cell phones
       future of game hardware  
cellular automata (artificial life games)  
cellular telephones
       as game platform  
Centipede
       2D shooters  
       interaction model for action games  
       popularity of  
       reflex/reaction time challenges  
       updates for classic games   2nd   3rd   4th  
Centipede 3D
       updates for classic games   2nd  
challenges
       applied challenges   2nd  
               conceptual challenges   2nd  
               conflict   2nd   3rd  
               economic challenges   2nd  
               exploration   2nd  
               puzzles   2nd  
               races  
       consistent challenges
               importance for dynamic balance   2nd  
       defined  
       in adventure games   2nd  
       in gameplay definition   2nd  
       of puzzle games  
       pure challenges   2nd   3rd   4th   5th   6th  
               coordination challenges   2nd  
               intelligence-based challenges   2nd  
               knowledge-based challenges   2nd   3rd   4th  
               lateral-thinking challenges   2nd   3rd  
               logic and inference challenges   2nd   3rd   4th   5th  
               memory challenges   2nd   3rd  
               moral challenges   2nd   3rd  
               pattern-recognition challenges   2nd   3rd   4th  
               physical challenges   2nd  
               reflex/reaction time challenges   2nd  
               spatial-awareness challenges   2nd   3rd   4th  
challenges.   [See also puzzles]2nd   [See also puzzles]
character archetypes   2nd  
        allies   2nd  
       heralds   2nd  
       heroes   2nd   3rd   4th  
       higher self   2nd  
       mentors   2nd  
       shadows   2nd   3rd  
       shape shifters   2nd  
       threshold guardians   2nd  
       tricksters   2nd  
character design   2nd   3rd  
        art-driven design  
               cute sidekicks   2nd   3rd   4th  
               physical design   2nd   3rd   4th   5th   6th   7th  
               visual design   2nd  
       character archetypes   2nd  
               allies   2nd  
               heralds   2nd  
               heroes   2nd   3rd   4th  
               higher self   2nd  
               mentors   2nd  
               shadows   2nd   3rd  
               shape shifters   2nd  
               threshold guardians   2nd  
               tricksters   2nd  
        differentiating characters  
       naming characters   2nd  
       story-driven design   2nd   3rd  
               character development   2nd   3rd   4th   5th   6th   7th   8th   9th  
       worksheet   2nd  
character design.   [See also storytelling]
character development in story-driven character design   2nd   3rd   4th  
       believable characters   2nd  
       character growth cycle   2nd   3rd  
character growth cycle   2nd   3rd  
character management
       in CRPGs   2nd   3rd  
character-advancement fanatics in CRPGs  
characteristics of game designers   2nd  
        aesthetic competence   2nd  
       analytical competence   2nd  
       compromise, ability to   2nd  
       drawing skills  
       general knowledge   2nd  
        imagination   2nd  
       mathematical competence   2nd  
       technical awareness   2nd  
       writing skills   2nd  
characters in game
       in game treatments  
chase view (vehicle simulations)  
chat feature
       in online games   2nd  
               complaint systems   2nd  
               dirty-word filters  
               ignoring players  
                moderated chat spaces  
cheating
       avoiding in online games   2nd  
               client operations   2nd  
               data storage methods   2nd  
               secure telecommunications protocols   2nd  
               visibility of secret data  
       by logging out of online games  
       collusion
               avoiding in online games   2nd   3rd   4th  
       versus dominant strategies (game balance)  
checkers
       conflict in  
       strategy games worksheet  
checkpoints
       in action games   2nd   3rd  
chess
       as strategy game  
        core mechanics  
       defense and survival  
       game settings  
       perfect information in gameplay  
       positive feedback loops  
       setting of  
children
       violence in games  
choices.   [See challenges]
Christmas
       importance to game industry sales  
Chu Chu Rocket
       perfect information in gameplay   2nd  
Chuckie Egg
       non-shooter action games  
circular story form   2nd   3rd  
civilian flight simulators
       gameplay and victory conditions   2nd  
Civilization
       game designer characteristics  
       hybrid games  
       settings for CMSs  
Civilization III
        diplomacy in strategy games  
       interaction model for strategy games  
       resource distribution in strategy games   2nd  
       strategy games   2nd  
        user interface design in strategy games   2nd   3rd  
Civilization III\: The Board Game
       strategy games  
Civilization series
       strategy games  
       user interface design in strategy games  
class system (CRPGs)
       versus skill system  
click-the-right-pixel puzzles
       avoiding in adventure games  
client operations
       ensuring fairness in online games   2nd  
client/server communication model
       online games  
Close Combat
       future of strategy games  
closed-ended CMS games  
CMSs
       (construction and management simulations)   2nd  
       design issues
               advisors   2nd   3rd  
               behavior modeling   2nd  
               business simulations   2nd   3rd   4th  
               hybrid games   2nd  
               mind-reading analysis tools  
               Theme Park case study   2nd  
       elements of
               analysis tools   2nd  
               competition modes   2nd  
               converters for resources   2nd  
               deadlocks on resources   2nd  
               drains on resources   2nd  
               equilibrium   2nd   3rd   4th  
               gameplay   2nd   3rd   4th   5th   6th   7th  
               interaction model   2nd  
               perspective   2nd  
               player roles   2nd  
               random disasters  
               resources   2nd  
               rules  
               setting   2nd  
               sources for resources   2nd  
               user interface design  
               victory conditions   2nd  
       SimCity case study   2nd   3rd  
       worksheet for   2nd  
cockpit-removed view (vehicle simulations)  
collectibles
       in action games   2nd  
collections of ’stuff “
       in games for girls  
collusion
       avoiding in online games   2nd   3rd   4th  
color
       differentiating enemies and avatars in action games   2nd  
       influence on human behavior  
color commentator (audio commentary in sports games)  
color-blindness  
       effect on user interface design  
Colossal Cave
       adventure games  
combat games.   [See action games, strategy games]
combat.   [See conflict]
combinatorial effects (game balance)   2nd  
combo moves
       in action games  
Command & Conquer
       real-time versus turn -based games  
       strategy games worksheet  
Command and Conquer series
       user interface design in strategy games  
Command and Conquer\: Red Alert
       dominant strategies (game balance)   2nd   3rd  
Commando
       2D shooters  
common sense
       as part of natural language processing  
communication models
       for online games   2nd  
competition analysis section
       in game treatments   2nd  
competition modes
       for CMSs   2nd  
       sports games   2nd  
       vehicle simulations   2nd  
competitive games  
complaint systems
       in online games   2nd  
complexity issues
       user interface design   2nd   3rd   4th  
complexity management
       user interface design   2nd   3rd   4th   5th   6th  
compromise, ability to (characteristics of game designers)   2nd  
computer features
       of puzzle games   2nd  
computer games.   [See games]
computer hardware.   [See game hardware]
computer programming.   [See game programming]
computer role-playing games.   [See CRPGs]
computer versus computer matches
       sports games  
concepts.   [See game concepts]
conceptual challenges   2nd  
conceptual imagination  
conceptual non sequiturs
       avoiding in adventure games  
conflict
       challenges in   2nd   3rd  
       in strategy games   2nd   3rd   4th   5th   6th   7th  
Conker's Bad Fur Day
       character design   2nd  
connection speeds
       for online games  
conquest
       in strategy games   2nd   3rd   4th   5th   6th   7th  
consistency
       in user interface design   2nd  
consistent challenges
       importance for dynamic balance   2nd  
console machines.   [See home game consoles]
consoles.   [See home video game consoles]
construction
       in CMS gameplay   2nd  
       in CMSs
               as drain on resources  
construction and management games  
construction and management simulations
       future of   2nd  
construction and management simulations.   [See CMSs]
construction set creation
       puzzle games  
contemporary settings
       for strategy games  
context-sensitive menus
       user interface design   2nd  
context-sensitive perspective
       in adventure games   2nd   3rd   4th  
context-sensitive pointers
       user interface design  
continuous content production
       disadvantages of online games   2nd   3rd  
controllers.   [See game controllers]
controversial subject matter
       in computer games  
conversations
       with NPCs   2nd  
               scripted conversations   2nd   3rd   4th  
converters for resources
       in CMSs   2nd  
Conway's Game of Life
       emergence  
       gameplay  
cooperative games  
coordination challenges   2nd  
copyright.   [See intellectual property rights]
core gamers   2nd  
       role of narrative for  
core mechanics   2nd  
       for entertainment  
core mechanics.   [See also gameplay]
core rules, designing
       techniques for achieving game balance   2nd   3rd   4th  
Counter-Strike
       player's role  
CPU design
       future of game programming  
craft
       game design as   2nd  
Crash Bandicoot
       character design  
Crawford, Chris
       nonlinear narratives  
Crawford, Chris (Erasmatron )  
Crawford, Chris (The Art of Computer Game Design )  
creativity in character development
       lack of  
Creatures
       economic challenges  
       life span   2nd  
Creatures series
       emergence   2nd  
       genetic A-life games  
Crimson Skies
       gameplay in flight simulators  
critics of game design
       need for   2nd  
Croft, Lara.   [See Lara Croft]
CRPGs
       (computer role-playing games)   2nd  
       elements of
               interaction model   2nd   3rd   4th   5th   6th   7th   8th   9th  
               perspective   2nd   3rd   4th   5th   6th  
               setting   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th   12th  
               storytelling, importance of   2nd   3rd  
               themes   2nd  
               user interface design  
       worksheet   2nd  
cultural context of game worlds   2nd  
cultural moral challenges   2nd   3rd  
current status section
       in game treatments  
Custer's Revenge
       call to adventure  
       ethical dimensions of games  
customer service needs
       disadvantages of online games   2nd  
cute sidekicks   2nd   3rd   4th  
cuteness factor in character design   2nd  
cycles (storytelling)  



Andrew Rollings and Ernest Adams on Game Design
Andrew Rollings and Ernest Adams on Game Design
ISBN: 1592730019
EAN: 2147483647
Year: 2003
Pages: 148

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