E
Eastern Front (1941) , 257, 260-261, 267
easy-to-learn games , 33, 58, 60
economic simulations, 24, 25
vs. biological simulations, 416
Electronic Arts, 103, 174, 269, 436, 501, 530
Elements of Style, The , 306
Ellipsis Special Documents, 374-375
emergence, 117-118, 253, 442-443
emotions in games, 6, 239, 522, 523-524
empowerment, 123, 383-384, 475
endings,
determining through gameplay, 161-162
multiple, 121-122
enemies, outnumbering players, 154-155
engines, see game engines
environment, see game-world and setting
Erasmatron, 257, 272-280, 276
commercial viability of, 273
creating story- worlds with, 273
predetermined endings, 274-275
story-world options, 276-277
escape, impossibility of, 16
EverQuest , 241, 243, 248
evolution of games, 38, 108
expectations of player, 8-18, 63, 126-127
experimentation, 234, 291, 386
experienced game players, 247
exploration, 6, 15, 223, 228, 234, 414, 456-457, 460-461, 462, 491
external materials, storytelling through, 206, 216-217