Index_L


L

LAN, 249
LAN-fests, 3
landmarks in game, 464
language as interface element, 268
Lanning, Lorne, 137-138
laser disk games , 98
Last Express, The , 210 , 320, 326-339, 326 , 328 , 330 , 332 , 334 , 337 , 343
Le Morte D Arthur , 274-275
Leaping Lizard Software, 50
learning, 2-3, 127-128, 424
Leather Goddesses of Phobos , 178-180, 187
LeBlanc, Marc, 243
Lebling, Dave, 180, 181, 184
Legend Entertainment, 172, 189, 192
Legend of Zelda, The , 414, 415, 428, 434-435
Legend of Zelda: Ocarina of Time, The , 130 , 208
Legionnaire , 259
LegoLand, xx
Lemmings , 363, 367
length of game, 242-243, 322
Leonard, Tom, 520
Lerner, Ned, 501, 515, 524
less is more, 132
level components ,
action, 455-456
aesthetics, 459-460
balance, 460
exploration, 456-457
puzzle solving, 457
storytelling, 458
level data, loading, 452
level design, 164-167, 285, 371-373, 449-474, 480-481
incorporating artificial intelligence in, 164-167
incorporating scripted behaviors in, 169
one designer, one level approach, 473
process, 467-473
rules of, 463-467
team approach, 473-474
level designers, 165, 371, 393, 398, 403-404, 449-450, 453, 455-456, 459, 467, 473-474
level development, collaboration, in, 474
level editors, 392-407, 410
auto-transitioning, 404-405
debugging, 396
flight mode, 394, 397
gameplay mode, 397
releasing, 406
test mode, 398
views, 394-395
visual mode, 397-398
level playing field, 162-164
levels, 59, 393, 450-451, 459-460,
auto-generated, 393
balancing, 459, 460, 493
building, 288-290, 450, 454, 469
components of, 454-460
constructed by players, 451
elements of, 463-467
faking effects in, 459
flow of, 453, 456-457, 460-462, 480
loading, 452
offering players choices in, 466
order of, 453-454
reworking, 454-455
scenarios as, 461
separation of, 451-453
unpredictability of, 461
using to establish setting, 458
Levy, Jim, 179-180
licensing, 108, 191, 287, 503
life algorithm, 96
life, simulating, 382-383
life with the dull bits cut out, 125, 386
limitations, 42-45, 55
embracing, 44-45, 52-55, 452
in games, 58, 338, 428-429, 479
of hardware, 50, 299-300, 423, 452
working with, 47
linear
fiction , 175
form, 353
setting, 328, 338
writing, 217-222
linearity , 119, 123, 462
vs. non-linearity, 175
linguistic comprehension , 276
Lisa, The, 412
living worlds , 162
Loch Ness Monster, 421
Logg, Ed, 57, 67, 80, 81, 87-114, 118, 261
logical behavior, 152
lone wolf developer, xxiii, 53, 55, 77-78, 189, 266, 339
Looking Glass Studios, 500, 503, 513-514, 515, 524-525, 525-526
Loom , 227-236, 229 , 230 , 232 , 234 , 235
LoPiccolo, Greg, 517, 526-527
lottery, 86
lottery ticket, 341
LucasArts, 181-182, 227, 228, 229, 233, 234
SCUMM system, 46-47
luck, 147-148
Lunar Lander , 87
Lurking Horror , 187
lurking strategy, 91-92



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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