Index P


[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]



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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