[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] icons in user interface design 2nd 3rd 4th ideas developing into game concepts beginning as dreams 2nd developing dreams into games 2nd inspiration from other games 2nd inspiration from other media 2nd 3rd need for multiple ideas 2nd versus design decisions ignoring players in chat features of online games illogical spaces as obstacle to exploration avoiding in adventure games images. [See pictures] imaginary racing games imagination (characteristics of game designers) 2nd immersiveness 2nd imperfect information class of gameplay 2nd 3rd 4th 5th implicit challenges Impressionist movement in painting in-game administrators (online games) in-game elements (user interface design) incidental sound effects user interface design Independence Day (film) Indiana Jones Lara Croft as female version of Indiana Jones and the Infernal Machine action-adventure games object usage in adventure games third-person perspective in adventure games indirect control in CMSs 2nd individual networked simulators future of game hardware 2nd Indycar Racing player roles in driving simulators inference and logic challenges 2nd 3rd 4th 5th Infidel puzzles in gameplay trial-and-error puzzles in adventure games information density user interface design 2nd inheritance of acquired characteristics genetic A-life games 2nd injuries to athletes sports games 2nd injury resistance (athlete rating) inner problems of heroes innermost cave approach (as part of hero's journey) 2nd inspiration for environmental dimensions of game worlds 2nd puzzle games inspiration for game ideas from other games 2nd from other media 2nd 3rd instant replay in sports games 2nd insult-driven swordfight in The Secret of Monkey Island intangible attributes of avatars intangible resources in CMSs 2nd integration of game design elements 2nd intellectual property rights design documents 2nd vehicle simulations intelligence definition of intelligence-based challenges 2nd intelligent design tools future of game programming 2nd interactice entertainment. [See games] interaction model action games 2nd adventure games 2nd for CMSs 2nd for CRPGs 2nd character management 2nd 3rd inventory system 2nd 3rd 4th for strategy games 2nd sports games vehicle simulations interaction model. [See also player roles] interaction models defined 2nd for dynamic balance 2nd 3rd destroying balance 2nd 3rd maintaining balance 2nd 3rd restoring balance 2nd interactive artwork 2nd interactive element (user interface design) 2nd 3rd complexity management 2nd 3rd 4th 5th 6th game controller capabilities 2nd 3rd icons 2nd 3rd 4th navigation prototypes 2nd player expectations 2nd screen layouts 2nd 3rd standard elements of 2nd 3rd 4th 5th text 2nd interactive entertainment interactive fiction interactive music user interface design interactivity 2nd and storytelling importance of 2nd interface. [See user interface design]2nd [See user interface] Internet connections. [See broadband networking] Interstate '76 high-concept document for inspiration for game ideas overused settings in game worlds Interstate ”76 intellectual property rights in vehicle simulations Interstate •76 victory conditions in puzzle games 2nd intransitive relationships (game balance) 2nd 3rd intrinsic challenges intrinsic knowledge for solving lateral-thinking challenges introduction of hero invented sports 2nd inventory management in adventure games 2nd 3rd inventory system in CRPGs 2nd 3rd 4th inverse kinematics future of game programming 2nd invisible user interface 2nd 3rd 4th 5th Iridion 3D pattern recognition irreversible nature of time in persistent worlds 2nd isometric perspective Iwatani, Toru (Pac-Man designer) |