Index I


[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)  



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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