[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] P2P (peer-to-peer) communication model online games Pac-Land allies threshold crossing Pac-Man as action game example backstory challenges in gameplay character design color in action games high-concept statements non-shooter action games perfect score on popularity of realism of games score in action games time limits in action games updates for classic games Pac-Man Plus user interface design for arcade games Pac-Man World 2 updates for classic games Pac-Man\: Adventures in Time updates for classic games packets problems with for online games Panzer Elite tank simulations Paperboy developing ideas into game concepts parameter modification, designing for techniques for achieving game balance 2nd 3rd 4th Parasol Stars boss characters in action games 2nd pareidolia (pattern recognition) parsing sentences future of game programming 2nd passive balancing passive entertainment paths of advancement in persistent worlds pattern-recognition challenges 2nd 3rd 4th patterns in action games 2nd 3rd boss characters 2nd 3rd 4th checkpoints 2nd 3rd collectibles 2nd dungeon exits 2nd energy 2nd hyperspace 2nd 3rd levels 2nd lives 2nd locked door and key 2nd mini-maps monster generators 2nd power-ups 2nd score 2nd smart bombs 2nd 3rd time limits 2nd waves of enemies 2nd wildcard enemies 2nd pausing sports games payoff strategies game balance 2nd Rock, Paper, Scissors example transitive relationships wife's birthday example 2nd PCs (personal computers) add-on devices 2nd future of game hardware 2nd versus home video game consoles 2nd 3rd PDAs future of game hardware PDAs (personal digital assistants) as game platform peer-to-peer communication model online games perceived difficulty level of action games 2nd perception of fairness 2nd 3rd 4th 5th Perfect Dark story-driven character design perfect information class of gameplay 2nd 3rd 4th 5th perfect score on Pac-Man permanent power-ups in action games permanently highlighted active objects in adventure games persistent worlds 2nd avatar creation 2nd avatar death 2nd avatar profile 2nd economies in 2nd 3rd origins of 2nd ownership paths of advancement player expectations player-versus-player killing 2nd 3rd 4th 5th 6th 7th 8th 9th time in 2nd irreversible nature of 2nd tips for 2nd types of players 2nd 3rd versus games gameplay 2nd player roles 2nd storytelling 2nd world models 2nd personal computers as game platform 2nd personal computers. [See PCs] personal conflict personal digital assistants (PDAs) as game platform personal moral challenges 2nd personal publicity rights sports game design issues 2nd personalities of sims The Sims perspective action games 2nd adventure games context-sensitive perspective 2nd 3rd 4th first-person perspective 2nd third-person perspective 2nd 3rd 4th 5th aerial defined 2nd first-person for CMSs 2nd for strategy games 2nd in CRPGs 2nd 3rd 4th 5th 6th isometric side-scrolling sports games 2nd strategy games third-person vehicle simulations 2nd 3rd 4th 5th 6th 7th 8th pets, artificial 2nd 3rd Petz genetic A-life games Petz series artificial pets 2nd photographs sports game design issues physcial dimensions of game worlds 2nd physical appearance of avatars physical challenges 2nd physical character design 2nd 3rd 4th 5th 6th 7th physical dimensions of game worlds boundaries 2nd dimensionality 2nd scale 2nd 3rd physical dimensions worksheet 2nd physical surroundings of game worlds 2nd physics of sports games 2nd picture-in-picture for sports games 2nd pictures in design documents 2nd pilot •s view (flight simulators) piracy preventing pirate games Pirates\: Legend of Black Kat pirate games Planescape\: Torment call to adventure conceptual challenges CRPG worksheet 2nd cute sidekicks hero growth hero teams higher self mentor meeting opening storyline 2nd reward stage themes in CRPGs 2nd threshold crossing user interface design in RPGs 2nd 3rd 4th vulnerability of hero platforms for games handheld game machines 2nd home game consoles miscellaneous devices 2nd personal computers 2nd play patterns in games for girls 2nd play-by-play man (audio commentary in sports games) player expectations in persistent worlds user interface design 2nd player interface. [See user interface] player roles adventure games 2nd for CMSs 2nd genetic A-life games persistent worlds versus games 2nd sports games 2nd 3rd vehicle simulations 2nd player statistics analysis (techniques for achieving game balance) 2nd player-versus-player killing in persistent worlds 2nd 3rd 4th 5th 6th 7th 8th 9th player-versus-player model (persistent worlds) players adjustments to time in game worlds 2nd arriving players design issues for online games 2nd audience for games core gamers versus casual gamers 2nd avatars ignoring in chat features of online games interaction models defined 2nd leaving players design issues for online games 2nd 3rd 4th misbehavior of online games 2nd omnipresent perspective defined 2nd roles defined 2nd social interaction advantages of online games 2nd types of for persistent worlds 2nd 3rd plot pacing 2nd 3rd 4th point distribution (game balance) 2nd point-and-click interfaces in adventure games poker random factors in Police Quest series player's role setting in CRPGs Pong non-shooter action games Populous complexity management in user interface design Populous\: The Beginning boundaries of game worlds strategy games worksheet positive feedback loops (game balance) 2nd Postal violence in games 2nd 3rd 4th 5th power bar indicator user interface design 2nd Power Boat Racing boat simulators power points in action games Power Puff Girls power-ups in action games 2nd precision in coordination challenges presentation puzzle games presentation. [See user interface design] preventing piracy principles of aesthetics in game design 2nd procedural scene representations production details section in game treatments budget section 2nd current status section development team section 2nd schedule section production rate in CMSs profiles (for avatars) creating for persistent worlds 2nd profit-making ventures in CMSs 2nd programming. [See game programming] prologue (storytelling) prototyping (techniques for achieving game balance) 2nd psychological disinhibition psychological tactics in gameplay publicity rights sports game design issues 2nd 3rd 4th pure challenges 2nd 3rd 4th 5th 6th coordination challenges 2nd intelligence-based challenges 2nd knowledge-based challenges 2nd 3rd 4th lateral-thinking challenges 2nd 3rd logic and inference challenges 2nd 3rd 4th 5th memory challenges 2nd 3rd moral challenges 2nd 3rd pattern-recognition challenges 2nd 3rd 4th physical challenges 2nd reflex/reaction time challenges 2nd spatial-awareness challenges 2nd 3rd 4th purists vehicle simulations puzzle games 2nd 3rd case study The Incredible Machine 2nd 3rd computer features of 2nd Scott Kim •s eight steps in puzzle game design 2nd 3rd victory conditions 2nd puzzles 2nd defined in adventure games 2nd backward puzzles click-the-right-pixel puzzles FedEx puzzles opposite -reaction puzzles outside knowledge requirements 2nd trial-and-error puzzles puzzles. [See also challenges]2nd [See also challenges] |