Index S


[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]

Sagan, Carl
       quote  
sailing ship simulations  
sales role
       of design documents  
Samba De Amigo
       game controller capabilities  
       physical challenges  
sample high-concept document   2nd   3rd  
save-game feature
       adventure games  
saving games   2nd  
       advantages of   2nd  
       automatic-save feature  
       disadvantages of   2nd  
       dramatic tension, effect on  
       quick-save feature   2nd  
       reasons for   2nd  
       suspension of disbelief, effect on  
       to files   2nd  
scale of game worlds   2nd   3rd  
scary versus spooky
       in games for girls  
scavenger model (persistent worlds)  
scene representation
       future of game programming   2nd  
       mathematical representations   2nd  
       procedural representations  
       real-time ray tracing   2nd  
schedule section
       in game treatments  
Schubert •s Law of Player Expectations  
sci-fi settings
       for strategy games   2nd  
science
       game design as  
Scissors, Paper, Stone
        intransitive relationships   2nd   3rd  
Scooby Doo
       cute sidekicks  
score
       in action games   2nd  
score indicator
        user interface design   2nd  
screen layouts
       user interface design   2nd   3rd  
Script Creation Utility for Maniac Mansion (SCUMM)  
script for audio commentary
       writing   2nd  
scripted conversations
       with NPCs   2nd   3rd   4th  
scripts.   [See design scripts]
scrolling in games   2nd  
SCUMM (Script Creation Utility for Maniac Mansion)  
Sea Dogs II
       pirate games  
season mode
       sports games  
secret data
       visibility of
               ensuring fairness in online games  
secret exits
       in action games   2nd  
secure telecommunications protocols
       ensuring fairness in online games   2nd  
self-adjusting plots
       future of game programming   2nd  
selling items
       in CMSs   2nd  
sense of speed
       vehicle simulations   2nd  
sensual interfaces
       in games for girls  
sequences
       for puzzle games  
serials   2nd   3rd  
series   2nd   3rd  
setting
       adventure games   2nd  
               emotional tone   2nd  
       for CMSs   2nd  
       for strategy games   2nd  
       of CRPGs   2nd  
               Anachronox   2nd  
               Arcanum\: Of Steamworks and Magick Obscura   2nd  
               Fallout   2nd  
               Nox   2nd  
               Planescape\: Torment   2nd  
settings for games
       defined   2nd  
       purpose of   2nd  
               "graphics versus gameplay" debate   2nd  
               harmony   2nd  
               suspension of disbelief   2nd  
       sports games   2nd  
settings for games.   [See also worlds]
settings in game worlds
        overused   2nd  
settings of games
       vehicle simulations   2nd  
sexual desirability
       in character design  
sexual reproduction
       genetic A-life games   2nd  
sexual temptation
       as call to adventure  
shadow costs
       combinatorial effects  
       intransitive relationships   2nd  
       transitive relationships   2nd  
shadows   2nd   3rd   4th  
shape shifters   2nd  
shell interface (user interface design)   2nd  
ship simulators   2nd   3rd   4th  
shooters (action games)   2nd   3rd   4th   5th   6th   7th   8th  
       2D shooters   2nd  
       fighting games   2nd   3rd  
       first-person shooter (FPS)  
       first-person shooters (FPS)  
               3D elements of   2nd  
               field of vision in   2nd  
       space shooters   2nd   3rd  
shortcut keys
       user interface design  
Sid Meier •s Civilization
       strategy games  
Sid Meier •s Colonization
       exploration in strategy games   2nd  
side view (vehicle simulations)  
side-scrolling perspective  
sidekicks   2nd   3rd   4th  
Sim City
       conceptual challenges  
       versus The Sims  
       victory conditions  
Sim City series
       cultural context of game worlds  
Sim Tower
       versus The Sims  
SimAnt
       behavior modeling  
       CMSs  
SimCity
       analysis tools in CMSs  
       behavior modeling  
       case study   2nd   3rd  
       CMSs  
       construction mechanisms  
       software toys  
SimCity 4
       user interface in strategy games  
SimFarm
       CMSs  
Simon
       memory challenges   2nd  
simplification
       puzzle games  
SimTower
       CMSs  
simulating individual people
       CMSs   2nd  
               mind-reading analysis tools  
simulating matches automatically
       sports games   2nd  
simulation
       versus storytelling  
simulation mode versus arcade mode
       sports games   2nd  
Sin
       shadows  
single-player games  
Sinistar
       mini-maps in action games  
       pattern recognition  
       time limits in action games  
size
       of design scripts   2nd  
skill system (CRPGs)
       versus class system  
skills of game designers.   [See characteristics of game designers]
skills of sims
       The Sims  
Skylark (Smith)  
Sly Boots
       as hero  
smart bombs
       in action games   2nd   3rd  
Smith, E.E. "Doc" (Lensman and Skylark (ITALIC))  
Snakes
       spatial-awareness challenges  
Snap
       pattern recognition  
       reflex/reaction time challenges  
Snider, Tess  
soccer games
       player expectations in user interface design   2nd  
social interaction
       advantages of online games   2nd  
social model (persistent worlds)  
software toys  
       defined  
Sokoban
       game genres  
Soldier of Fortune
       violence in games   2nd   3rd   4th  
solitaire card games  
solitaire games  
Sonic
       character design  
Sonic the Hedgehog
       perspective  
       user interface  
Sorites Paradox  
Soul Reaver
       future of action games  
sound
       physical surroundings in game worlds   2nd  
sound effects
       user interface design   2nd  
sources for resources
       in CMSs   2nd  
Space Invader
       pattern recognition  
Space Invaders
       2D shooters  
       call to adventure  
       gameplay versus narrative  
       interaction model for action games  
       shadows  
       space shooters  
       storytelling  
       victory conditions for action games  
       victory conditions in action games  
       violence in games  
       waves of enemies in action games  
space shooters (action games)   2nd   3rd  
Space Tripper
       2D shooters  
       3D elements of  
       checkpoints in action games  
        color in action games  
       power points in action games  
       power-ups in action games  
       space shooters   2nd  
spacecraft simulators   2nd  
spatial dimensions of game worlds   2nd  
spatial-awareness challenges   2nd   3rd   4th  
speech
       future of game programming   2nd  
speed
       vehicle simulations   2nd  
speed (athlete rating)  
speed in game worlds  
speed of delivery
       electronic distribution of games  
speed of movement
       in adventure games  
Speedball 2100
       invented sports  
Spongebob Squarepants  
spooky versus scary
       in games for girls  
sports games   2nd  
       case study
               Madden NFL Football   2nd  
       design issues
               arcade mode versus simulation mode   2nd  
               athlete AI design   2nd   3rd  
               athlete injuries   2nd  
               athlete rating systems   2nd   3rd  
               audio commentary   2nd   3rd   4th   5th  
               home field advantage   2nd  
               instant replay   2nd  
               invented sports   2nd  
               physics of sports games   2nd  
               simulating matches automatically   2nd  
               trademarks and publicity rights   2nd   3rd   4th  
               widely separated action   2nd   3rd  
       elements of
               competition modes   2nd  
               interaction model  
               perspective   2nd  
               player roles   2nd   3rd  
               rules   2nd  
               settings   2nd  
               structure   2nd  
               user interface design   2nd  
               victory and loss conditions   2nd  
       future of   2nd  
       terminology for   2nd  
       worksheet for   2nd  
SPS (Scissors-Paper-Stone) mechanism
       resolving conflict in strategy games   2nd   3rd   4th   5th   6th  
Spyro the Dragon
       action games worksheet  
       cute sidekicks  
        third-person perspective in adventure games  
SSX Tricky
       story-driven character design   2nd  
stagnation, avoiding   2nd  
Star Trek
       interactivity  
Star Trek syndrome
       settings for strategy games  
Star Trek\: The Next Generation
       future of games  
Star Wars
       setting in CRPGs  
       themes in CRPGs  
Star Wars Galaxies
       faction-based player-versus-player killing  
       player misbehavior in online games  
       Raph Koster as lead designer  
Star Wars games
       foreshadowing  
StarCraft
        conquest in strategy games  
Starcraft
       dialogue writing  
       dynamic balance   2nd  
       game controller capabilities  
       gameplay  
       invisible user interface  
       language as part of character development  
       music in games   2nd  
StarCraft
       resource distribution in strategy games  
Starcraft
       strategy games worksheet   2nd  
       three-dimensional games  
       user interface design in strategy games  
Starfleet Command III
       conquest in strategy games   2nd  
Starfox series
       character design  
Starship Troopers\: Terran Ascendancy
       3D user interface design   2nd   3rd  
state space (sports games)   2nd   3rd  
static balance   2nd   3rd   4th  
       combinatorial effects   2nd  
       dominant strategies   2nd   3rd   4th   5th   6th   7th  
       emergence   2nd   3rd   4th  
       feedback loops   2nd  
       payoff strategies   2nd  
       symmetry   2nd  
               intransitive relationships   2nd   3rd  
               transitive relationships   2nd   3rd   4th   5th   6th   7th   8th   9th   10th  
       trade-offs   2nd  
static equilibrium
       in CMSs   2nd   3rd   4th  
stats juggling  
status indicators
       user interface design   2nd   3rd  
stealth
       in conflict games   2nd  
Steel Battalions
       game controller capabilities  
stereotypes
       in games for girls  
Stonkers
       user interface design in strategy games   2nd  
story progression
       in game treatments  
story-driven character design   2nd   3rd  
       character development   2nd   3rd   4th  
               believable characters   2nd  
               character growth cycle   2nd   3rd  
storyteller
       determining   2nd  
storytelling   2nd   3rd   4th   5th   6th   7th   8th  
       and interactivity  
       backstories   2nd  
        backstory
               empathy for hero   2nd  
               importance of  
       determining storyteller   2nd  
       foreshadowing   2nd   3rd  
       hero's journey   2nd  
               call to adventure   2nd   3rd   4th  
               circular story form   2nd   3rd  
               innermost cave approach   2nd  
               journey back to ordinary world   2nd   3rd  
               list of steps   2nd  
               mentor meeting   2nd  
               ordeal stage   2nd  
               ordinary world   2nd   3rd   4th  
               refusal of call to adventure   2nd  
               resurrection stage   2nd  
               return with reward stage   2nd  
               reward stage   2nd   3rd  
               testing of hero   2nd  
               threshold crossing   2nd   3rd  
               universal story form   2nd  
       in adventure games   2nd  
               death of avatar   2nd  
               dramatic tension   2nd  
               heroic quest   2nd  
       in CRPGs
               importance of   2nd   3rd  
               opening stories   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th   12th  
               themes   2nd  
       monomyth   2nd   3rd  
       multi-part stories   2nd  
               episodic delivery   2nd   3rd  
               serials   2nd   3rd  
               series   2nd   3rd  
       persistent worlds versus games   2nd  
       prologue  
       research of   2nd  
       self-adjusting plots
               future of game programming   2nd  
       story spectrum   2nd   3rd  
       theme of story  
        three-act structure   2nd   3rd  
               plot pacing   2nd   3rd   4th  
       versus simulation  
       worksheet   2nd  
storytelling.   [See also narrative]2nd   [See also character design]
Stratego
       game settings  
strategy
       in conflict games   2nd  
strategy games   2nd   3rd   4th  
       analyzing board games for  
       board games as root of  
       converting to board games  
       elements of  
               conquest theme   2nd   3rd   4th   5th   6th   7th  
               exploration theme   2nd   3rd   4th   5th  
               interaction model   2nd  
                opponent design (AI)   2nd  
               perspective   2nd   3rd  
               setting   2nd  
               theme   2nd   3rd  
               trade theme   2nd   3rd  
               user interface   2nd   3rd  
       future of   2nd  
       real-time   2nd   3rd  
       rules of play  
               conquest strategy games  
       The Settlers of Catan example   2nd  
        turn -based   2nd  
       user interface design
               evolution of   2nd   3rd   4th   5th   6th   7th   8th   9th   10th  
       worksheet   2nd  
Street Fighter series
       fighting games  
strongly dominant strategies
       game balance  
structure of games
       defined  
structure of sports games   2nd  
study of game design  
styles in game worlds   2nd  
submarine simulations  
success of The Sims
       reasons for   2nd  
sudden death mode
       sports games  
Sudden Strike
       3D user interface design   2nd  
       user interface design in strategy games   2nd  
Super Mario
       coordination challenges  
       transitive relationships   2nd  
Super Mario 64
       interaction model for action games  
       user interface design in action games  
Super Mario Advance
       pattern recognition  
Super Mario Brothers
       movie version  
       two-dimensional games  
Super Mario Kart
       vehicle simulations  
Super Mario Sunshine
       boss characters in action games  
       perspective in action games  
Super Mario World
       compared to Defender in difficulty level   2nd  
       secret exits in action games  
       user interface design in action games  
Super Monkey Ball
       character design  
       storytelling  
Super Monkey Ball 1 and 2
       non-shooter action games  
Super Smash TV
       updates for classic games  
Super Turbo Street Fighter 2
       dominant strategies (game balance)   2nd  
super-human vision
       in action games  
super-sensuality in character design   2nd   3rd   4th   5th   6th   7th  
superficial characters  
supply lines.   [See resource distribution]
survival
       in conflict games   2nd  
suspension of disbelief   2nd  
       disadvantages of online games  
       effect of saving games on  
swordfight
       in The Secret of Monkey Island  
Swords and Circuitry (Hallford)   2nd  
symmetry (game balance)   2nd  
       intransitive relationships   2nd   3rd  
       transitive relationships   2nd   3rd   4th   5th   6th   7th   8th   9th   10th  



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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