Index M


[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  



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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