Index_C


C

Call of Duty , 12, 457, 529
camera,
controlling, 299-300, 303, 304
following, 344
in level editor, 394
view, 476
Captain Hero, 421
Car & Driver , 501
Carlston, Doug, 321
Carlyle, Thomas, 392
Carmack, John, 53, 513
cartoon imagery, 221
cartoons, 334
Castles of Doctor Creep, The , 323
casual game players, 83-84, 193, 198, 302-303, 423, 430, 440, 479
casual gaming experience, 106
Caterson, Steve, 105
CD-ROM games , 208
cell phone games, 106
cellular automata , 410-411
censorship, 482
Centipede , xx, 50, 54, 57-68, 62 , 64 , 66 , 67 , 80-82, 87, 88, 93-96, 94 , 95 , 107, 118, 126, 137, 143, 145, 152, 153, 154, 202, 213, 285, 373, 450
blob strategy, 118
Bug Shooter idea, 88, 93
focus statement, 81
mushrooms in, 54, 63-64, 65-66, 88, 95, 118
Centipede (3D version), 50-51, 51 , 54, 80-82, 81 , 157, 208, 240, 251-252, 253, 285, 290, 304, 396, 399, 404, 496
focus statement, 82
level editor, 399-400
Cerny, Mark, 96, 379, 497
challenges, 2-3, 14, 120, 123-124, 238, 303
Champions , 248
changes, importance of documenting, 378
characters , 174, 222, 310, 311-312 see also player characters
behavior of, 376-377
creating, 387
describing, 362-363
iconic representation of, 221
personality of, 13
chat, 3-4, 249-251, 440
Chavez Ravine , 352
checkpoint saving, 15-16
checkpoints, 463
chess, 119, 238, 248
children game players, 234
choice trees, 328
choices,
giving to players, 119-120, 203, 274, 386, 509, 510, 511-512, 521-522, 529, 530
in levels, 466
interesting, 466, 480
making, 56, 480, 482, 500
meaningful, 482, 500
Choplifter , 321-322
Choose Your Own Adventure, 337
Chris Crawford on Game Design , 257
chrome, 459
Chuck Yeager , 501, 515
Church, Doug, xvii, 383, 500-531
cinema, see film
Civil War, 21, 27-30
Civilization , xxi, 20, 21, 23, 24, 25-27, 26 , 33 , 37 , 118, 226, 236, 282, 373, 384, 387, 393, 408, 451, 460-461
end-game, 16-17
rush strategy, 118
Civilization II , 117 , 151
Civilization III , 243
Civilization board game, 25-26
classic arcade games, 51, 57-59, 144-145, 146 see also arcade games
characteristics of, 58-61
click-and-drag , 28-29, 134, 429
clone games, 2, 297, 321, 342-343
Close Combat , 153
closure moments, 521
Cmiral, Elia, 336
Cobb, Ron, 195
code like hell, 393
coin-op games, 95, 99, 102-103, 112-113, 321
coin-op market, 87, 96, 100-101, 102-103
vs. home market, 97, 103-104, 108, 111-112, 113
Cold War, 516
collaboration, 506
between designer and player, 427, 500
in game development/level creation, 474
in storytelling, 383-384
collaborative play, 253
Colonization , 192
color games, 93
comic books, 271, 334
Command & Conquer , 131, 140, 202, 203-204, 206, 208, 231, 297, 300
commercial
games, 200
success, 513-514, 523-524
viability, 278-280, 530
Commodore 64, 409
communal activities, 3-5
communication, 376
with development team, 75, 109, 291, 436, 473, 505-506
with player, 387-388, 417
community, online, 255, 413
comparisons of games, 358-359
competition in games, 243
competitive analysis document, 309
complex systems, 25, 116-117, 117-118
balancing, 270
tracking, 136
complexity
of game, 149-150
of programming tasks , 406
CompuServe, 413
computer games
vs. board games, 26
vs. video games, 263, 271
concept document, 308
concept sketches , 315
consistency, 8-9, 117, 312
console games, 134, 348-349, 451-452, 477, 524
controls in, 132-133
console market, 108
constellation, 168, 222
constraints,
dramatic, 275
working with, 58
consumer games, see home market
controls, 62, 83, 95, 100, 102, 103-104, 127, 131-136, 231, 303, 325, 329, 348-349, 352, 362, 479
click-and-drag, 28-29, 429
intuitive, 62, 131-134, 136, 387-388
learning, 129-130
mouse, 507
simplifying, 132-133, 248
testing, 490
conversations, 431, 515-516
branching, 314, 507
canned, 428
with NPCs, 46, 83, 213, 268, 301-302, 313
conversions, 97, 100-101, 103-104, 268, 310, 401
cooperative games, 242, 245-246, 251-252, 253
Coppola, Francis Ford, 533
copy protection, 186-187, 216
core game, 362
Cosmic Encounter , 238, 245
Counter-Strike , 241, 245
Covert Action , 20, 22-23, 23 , 24
Cranford, Michael, 533
Crash Bandicoot , 134, 137
Crawford, Chris, xvii, 71, 205, 257-280, 307, 384
creative freedom, 134, 177, 259
creativity of player, 116, 325, 414
Criterion, 43, 53
critical path , 456-457, 465, 480
cross-cutting , 322, 328
cross-marketing, 353
Cruisin World , 462
cult of personality, 36
cut-scenes, 17-18, 37, 207-212, 217, 301, 313, 317, 328, 329, 334, 350, 481-482
non-interactivity of, 209-211
playback, 209-210
Cyberball , 102
cyberspace mode, 513



Game Design Theory and Practice
Game Design: Theory and Practice (2nd Edition) (Wordware Game Developers Library)
ISBN: 1556229127
EAN: 2147483647
Year: 2005
Pages: 189

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