[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] machines. [See platforms for games ] Mad Max themes in CRPGs Madden NFL 2002 player roles in sports games Madden NFL Football perspective player's role sports games case study 2nd Madden series game controller capabilities Magic Carpet boundaries of game worlds maintaining balance (interaction model) 2nd 3rd maintenance in CMSs as drain on resources Majestic multi-part stories serials MAME (Multiple Arcade Machine Emulator) web site Maniac Mansion Maniac Mansion\: Day of the Tentacle user interface design in adventure games 2nd ManWatching (Desmond Morris) ITALIC Manwatching (Morris) maps in action games in adventure games 2nd Marble Drop puzzle games Marble Madness non-shooter action games Mario physical surroundings in game worlds themes in CRPGs Mario 64 gameplay third-person perspective in adventure games user interface Mario Brothers character design Mario games avatars Mario series as action game example call to adventure character design non-shooter action games pattern recognition point distribution for game balance market-driven games 2nd martial arts and character growth cycle 2nd massively multi-player online role-playing games (MMORPGs). [See persistent worlds] match play (sports games) matches (sports games) simulating automatically 2nd mathematical competence (characteristics of game designers) 2nd mathematical scene representations 2nd mathematical solutions to game balance lack of 2nd mathematics future of game programming Mattel •s approach to games for girls 2nd 3rd maturity genetic A-life games Max Payne difficulty levels 2nd perspective in action games waves of enemies in action games maze as obstacle to exploration MazeWars future of action games mech simulators 2nd 3rd 4th MechWarrior 4\: Mercenaries mech simulations media inspiration for game ideas 2nd 3rd media players (DVD, CD, etc.) versus home video game consoles Megafortress flight simulators 2nd player roles in flight simulators Meier, Sid 2nd 3rd definition of gameplay memetics memory challenges 2nd 3rd Mensa intelligence-based challenges mentor meeting (as part of hero's journey) 2nd mentors 2nd menu structure user interface design 2nd 3rd menu-driven actions in adventure games 2nd 3rd 4th Michelangelo •s David (ITALIC--David only) 2nd Michelle Kwan's Figure Skating Championship saving games Microsoft Combat Flight Simulator settings for flight simulators Microsoft Flight Simulator gameplay in civilian flight simulators realism of games Microsoft Flight Simulator 2002 user interface design elements Microsoft Hearts imperfect information in gameplay 2nd military flight simulators gameplay and victory conditions 2nd 3rd military games. [See strategy games] mind-reading analysis tools CMSs mini-maps in action games misbehavior of players disadvantages of online games 2nd missile view (flight simulators) Mitchell, Billy perfect score on Pac-Man Miyamoto, Shigeru MMORPGs (massively multi-player online role-playing games). [See persistent worlds] mobile phones future of game hardware moderated chat spaces in online games modes of expression modes of games defined 2nd Molyneux, Peter quote Monkey Island series inspiration for game ideas interaction model in adventure games user interface design in adventure games 2nd Monkey Island series. See The Secret of Monkey Island (ITALIC) monomyth 2nd 3rd monomyth. s journey (storytelling) [See also hero'] Monopoly arriving players for online games collusion in data storage methods in online games deadlocks in drains on resources in economic challenges hiding player attributes loss conditions player's role positive feedback loops sources for resources in Monopoly Tycoon 3D user interface design call to adventure trade in strategy games monster generators in action games 2nd Monty on the Run perception of fairness 2nd Moon Patrol checkpoints in action games 2nd MOOs (MUDs, object-oriented) moral challenges 2nd 3rd morality. [See ethical dimensions of games] Moriarty, Brian quote 2nd Morris, Dave extrinsic knowledge in gameplay Morris, Dave (Develop ) Morris, Desmond (Manwatching ) Morris, Desmond (ManWatchingITALIC) Morrowind user interface design in RPGs Mortal Kombat movie version motivation for game design art-driven games designer-driven games 2nd entertainment 2nd license exploitation 2nd market-driven games 2nd technology-driven games 2nd Mr. Bigshot business simulations 2nd 3rd Ms. Pac-Man complexity in user interface design 2nd MUDs (multi-user dungeons/domains) MUDs (multiuser dungeons) MUDs, object-oriented (MOOs) multi-part stories 2nd episodic delivery 2nd 3rd serials 2nd 3rd series 2nd 3rd multi-player games. [See online games] multi-user dungeons/domains (MUDs) multi-user shared hallucinations (MUSHes) multiplayer games Multiple Arcade Machine Emulator (MAME) web site multiuser dungeons (MUDs) multiuser shared hallucinations (MUSHs) Murphy •s Law MUSHes (multi-user shared hallucinations) MUSHs (multiuser shared hallucinations) music effect on game worlds user interface design 2nd Mutant League Football sports games mutation genetic A-life games Myst art-driven games first-person perspective in adventure games future of adventure games harmony history of adventure games interaction model in adventure games user interface design in adventure games 2nd |