Index_E


E

Earth Day, 270
Eastern Front (1941) , 257, 260-261, 267
easy-to-learn games , 33, 58, 60
easy-to-play games, 33
eBay, 196
economic simulations, 24, 25
vs. biological simulations, 416
ecosystems, 416-420
Edith, 421, 433-434
Egyptian Rumba , 73
Eidos, 517, 518
Electric Ladyland , 533
Electronic Arts, 103, 174, 269, 436, 501, 530
Elements of Style, The , 306
Elliot, Lauren, 324
Ellipsis Special Documents, 374-375
Ellison, Harlan, 40-41
emergence, 117-118, 253, 442-443
emoticons, 249
Emotion Engine, 279
emotions in games, 6, 239, 522, 523-524
Empire , 21, 269
empowerment, 123, 383-384, 475
Enchanter , 177, 180
end-games, 16-17, 243
endings,
determining through gameplay, 161-162
multiple, 121-122
enemies, outnumbering players, 154-155
engines, see game engines
Ensemble, 253
entertainment media, 38
entity editors, 399
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
Erasmatron 2, 273
escape, impossibility of, 16
event-based , 512
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
exploits, 118, 254, 442
exploration, 6, 15, 223, 228, 234, 414, 456-457, 460-461, 462, 491
external materials, storytelling through, 206, 216-217



Game Design Theory and Practice
Game Design: Theory and Practice (2nd Edition) (Wordware Game Developers Library)
ISBN: 1556229127
EAN: 2147483647
Year: 2005
Pages: 189

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