S
San Francisco Rush , xx, 87, 104 , 202, 384, 463
San Francisco Rush 2049 , 113
San Francisco Rush: The Rock-Alcatraz Edition , 464
sandbox style games , 462
Santa Fe Research Institute, 417
save-game feature, 210, 335-336
Saving Private Ryan , 271
scenarios, levels as, 461
schedules, 55, 108, 168, 318, 490
Science Fiction Authors of America, 172
screenwriting , 324, 352-353
Script Creation Utility for Maniac Mansion, see SCUMM Story System
scripted
behavior, 168-171, 213
events, 46, 402
scripted games vs. systems-based games, 522-524
scripting, 520-521
language, 400-403, 433-434
system, 401
SCUMM Story System, 46-47, 229
Secret of Monkey Island, The , 229-230, 234
sequels, 37, 80, 82, 108, 180, 220, 269, 312, 346, 362, 369, 421, 444, 476-477
setting, 22, 34, 61, 162, 199, 213, 310, 326, 458 see also game-world
balancing, 401-402
believable, 125-126, 477-479
lack of, 145
realistic, 125-126
real-world, 476-477
starting with, 45-47, 51-52
settings, configurable, 393
Settlers of Catan, The , 238, 245
Shakespeare, William, 188, 278
shooters, see first-person shooters
show, don t tell, 159, 215-216
SimAnt , 418 , 418-420, 420
disasters in, 420
mystery button, 419-420
SimCity , xx, 11, 21, 25, 33, 226 , 270, 363, 369, 373, 384, 390, 393, 408, 410 , 410-416, 412 , 414 , 420-421, 421-422, 428, 446, 451
disasters in, 415-416
SimCity 2000 , 372 , 420 , 420-421
SimCity 3000 , 11 , 422-423, 423 , 430, 436-437
SimCopter , 421-422, 422 , 445
SimEarth , 270-271, 385, 416 , 416-418, 417 , 446
simplicity in game design, 149-150
Sims Online, The , 255 , 437 , 439 , 441 , 437-444, 444
Sims, The , xvii, 30, 125, 131, 139-140, 153 , 154, 277-278, 279, 282, 382-391, 383 , 385 , 388 , 389 , 408, 420-421, 424-436, 425 , 427 , 430 , 431 , 434 , 444, 445, 446, 448 , 486 , 497
conversations in, 431
guinea pig object, 434
social aspects of, 383, 426-427, 433
simulations, 83, 117, 277-278, 382-383, 384-385, 390-391, 410, 414, 416, 478, 509
ability to experiment with, 386
limitations of, 428-429, 479
modeling, 410-411
simultaneous systems, 24-25, 25-26, 521
single-button interface, 230
single-player games, 2, 3, 38, 210, 237, 238-239, 251
adding multi-player support, 251-252
converted to multi-player, 239
vs. multi-player games, 246
single-screen play, 59, 144, 239-241
single-system multi-player gaming, 239-241
sliding number puzzles, 142
Smoking Car Productions, 341
Snow White and the Seven Dwarfs , 322, 334
So Long and Thanks for All the Fish , 175
social aspect of games, 157, 238, 433
social experience, 3-4, 5, 239, 250-251, 256
social interaction, 4, 240, 242, 248-251, 383, 437-438
socially unacceptable behavior, 7
software toy, 11, 384, 412-413
solitaire games, 147, 171
solitary experiences, 5, 237
solo game development, xxiii, 108, 307, 339-340, 409
solutions,
alternate, 10
multiple, 116-117, 120, 121-122
reasonable, 10, 13
to puzzles, 143
sound, 417-418 see also audio
source code, 377
releasing, 261
Space Bar, The , 173, 194, 194-195, 195
Space Invaders , xx, 58, 62, 173, 393, 450
Spector, Warren, 501-502, 503-504, 505, 506-507, 511, 525, 528
Spellcasting 101: Sorcerers Get All the Girls , 189
Spellcasting 201: The Sorcerer s Appliance , 190
Spellcasting series interface, 189-191
split-screen gaming, 240-242, 248-249
sports games, 239, 393, 451, 470
Spyro the Dragon , 130, 452
standard documentation, 319,
standard format for design document, 356, 373-374
standard interfaces, 28-29, 134-135
StarCraft , xx-xxi, 133 , 133-134, 155, 169, 369-370, 395, 450, 451, 454, 462
Campaign Editor, 395-396, 402-403, 403 , 404
statistics, 363, 370-371, 507
Steel Talons , 101-102, 112
story, 25, 37, 41, 48, 112, 202-203, 221-225, 233-234, 236, 301-302, 310, 311-312, 326-327, 332, 349, 361, 383-384, 453, 458, 459, 507-508
adapting to audience, 205
and technology, 45-46
branching, 223-224
communicating to player, 45
discovering, 219-220, 434
dynamically changing, 205-206
exploring, 510
flow, 22
furthering through artificial intelligence, 159-162
gameplay considerations, 42-43, 45-46, 224-225
goals, 458
lack of, 61, 145
limitations on, 44-45
missing, 215
order of components , 224
player s role in, 223-224, 434
starting with, 45-47, 48-49
storyboards, 317, 519
branching, 317
storytelling, 7, 37, 119-120, 121-122, 159-162, 202-226, 236, 279, 301-302, 311, 434-435, 458, 481-482, 509-510
and game designers, 202
collaborative, 383-384
devices, 206-217, 301-302
dynamic, 160-161
experience, 274
exploration of plot, 121-122
goal of, 204-205, 223
in-game, 206, 212-216
interactive, 203-206, 226
out-of-game, 206, 207-212, 216-217
parent to child, 205
through game mechanics, 233-235
strategy games, 21, 462
campaigns in, 451
designing artificial intelligence for, 367-368
strong design vision, 67-68
sub-goals, 11-12, 463-464
Suffering , The , xvii, 51-52, 52 , 121-122, 123 , 125-126, 126 , 135 , 161 , 161-162, 166-168, 169 , 211 , 211-212, 215, 216 , 217, 221, 223 , 225, 289-290, 402, 453, 454 , 457, 458, 493, 494 , 495
and scripted behavior, 169-171
control system in, 135-136
introducing mechanics in, 130-131
morality system, 121-122
Super Breakout , 87, 88, 89
Super Mario 64 , 13 , 206, 218, 344, 359 , 451, 455, 460, 462, 465, 514
Super Mario Bros. , 333, 456 , 456-457
Super Mario Sunshine , 218, 219
Superhero League of Hoboken , 191-192
Surreal Software, 51-52, 246, 401-402
surrogate, see character and player character
suspension of disbelief, 12-13, 130, 208, 256, 334, 385-386, 477
symmetry in game design, 149-150
System Shock , 137, 500, 503, 506 , 506-513, 508 , 509 , 511 , 513 , 515, 519-520, 525-526
systems, 478, 493-494, 518
balancing, 520
complex, 446
controlling in sim games, 416
simultaneous, 507, 521
systems-based design, 24-25, 116-117, 475-476, 480, 481, 521-523
systems-based games vs. scripted games, 522-524