Index O


[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]

object manipulation
       in adventure games   2nd  
               identifying active objects   2nd  
               inventory management   2nd   3rd  
                menu-driven actions   2nd   3rd   4th  
                one-button actions  
objective of game
       in game treatments  
Oddworld
       character design  
Oddworld: Munch's Odyssey
       heroes   2nd   3rd  
Odyssey
       challenges in gameplay  
offensiveness in games  
“fog of war “
       in strategy games  
Ola •s Law About Laws  
omnipresent players  
one-button actions
       in adventure games  
one-dimensional characters  
online games  
       advantages of  
               human intelligence versus artificial intelligence   2nd   3rd  
               social interaction   2nd  
               versus local multi-player gameplay   2nd   3rd  
       design issues  
               arriving players   2nd  
               avoiding collusion   2nd   3rd   4th  
               chat feature   2nd   3rd   4th   5th   6th   7th  
               ensuring fairness   2nd   3rd   4th   5th   6th   7th   8th   9th  
               leaving players   2nd   3rd   4th  
               real-time versus turn -based games   2nd  
       disadvantages of  
               continuous content production   2nd   3rd  
               customer service needs   2nd  
               misbehavior of players   2nd  
               suspension of disbelief  
               technical problems   2nd   3rd   4th  
       future of   2nd  
       persistent worlds.   [See persistent worlds ]
online games.   [See also broadband networking]
online highlights
       in game treatments  
open -ended CMS games  
open-ended story form  
opening stories
       in CRPGs   2nd  
               Anachronox   2nd  
               Arcanum\: Of Steamworks and Magick Obscura   2nd  
               Fallout   2nd  
               Nox   2nd  
               Planescape\: Torment   2nd  
opponent AI design
       vehicle simulations   2nd  
opponent design (AI)
       for strategy games   2nd  
opposite -reaction puzzles
       avoiding in adventure games  
optical illusions   2nd   3rd  
ordeal stage (as part of hero's journey)   2nd  
ordeals.   [See challenges]
ordinary world (as part of hero's journey)   2nd   3rd   4th  
organized racing games  
origin of games   2nd  
origins of persistent worlds   2nd  
“story-chaser “ in CRPGs   2nd  
Out of the Shadows
        user interface design in RPGs   2nd  
Outcast
       call to adventure  
        imagination  
       refusal of call to adventure  
outer problems of heroes  
outside knowledge requirements
       avoiding in adventure games   2nd  
overused settings in game worlds   2nd  
overview section
       in game treatments  
               art and audio highlights  
               gameplay highlights  
                genre statement  
               hardware requirements  
                high-concept statement  
               hooks  
               license statement  
               online highlights  
               technology highlights  
       in high-concept documents   2nd  
ownership
       in persistent worlds  



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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