Index_G


G

Gaia hypothesis, 416
Galaga , 58, 145
game design, xix, xxi, 42, 47, 78-79, 108, 115-116, 132, 140, 429
anticipatory, 10, 116-117, 205-206, 481
artificial intelligence, 152-153
by committee, 498
cohesion of, 518-519
copying, 321
creativity in, 134
evolution of, 30-31, 476
experimenting with, 343
focused, 228-230, 300-301
for multi-player games , 242-251
modifying, 290-291, 294, 340, 350-351, 412
modular, 324-325
open -ended, 242, 428
original, 321, 390
philosophy, 228, 512
process, 199, 259-260, 340, 447, 505-506
rules, 19, 115-116, 228
simplifying, 24
systems-based, 475-476, 480, 521-523
theory, xxii
unconventional, 267-268
vision, 32, 56, 70-71, 73, 77, 111, 497-499
working with limitations of, 224-225
game designers, xxi-xxii, 1-2, 109, 124, 217, 224, 239, 244, 291-293, 299, 380-381, 384, 387, 398, 405-406
and collaboration with player, 427, 500
and non- linearity , 123
and storytelling, 202, 203-204
as playtesters , 486
designer/programmers, 32, 109, 198, 291-293, 299, 339, 505
dream of, 534
focusing design, 78-79, 429
limiting player options, 338
motivations of, 534
personal preferences of, 140
understanding source of idea, 52-53
vs. programmers, 403-406
Game Developers Conference, 124, 168, 178, 243, 257, 265, 272, 383, 413
game engines, 41-45, 50, 83, 137, 182-183, 273, 286-287, 292, 304, 397-398, 469
game industry, 30-32, 108
state of, 272, 278-279, 343-344, 530
vs. film industry, 342, 343
game mechanics, 310, 467-468
changing to suit story, 48
focus on, 228-230
teaching player, 127-128, 130-131
testing, 484
understanding, 10
using to emphasize storytelling, 233-235
game minute, 316, 507, 508-509, 519
game sense, 96
Gamebryo, 287
GameFX, 192-193, 195
gameographies, 39, 114, 201, 280, 354, 448, 531
gameplay, xx-xxi, 41, 42, 143, 145, 242, 294-295, 316, 349, 361, 393, 462, 467-468, 470
analyzing, 18
and story, 42-43, 45-46
balancing, 401-402
consistency of, 474
continuous, 461
depth of, 33-34, 386-387, 478-479, 524
feel of, 286, 397
focus of, 386-387
goal of, 225
integrated, 508
just one more thing, 387
open-ended, 431-433
refining, 471
starting with, 42-43, 50-51, 51-52
styles/genres, 42
technology considerations, 42-45, 50-51
transparent, 508
understanding, 292-293
variation in classic arcade games, 58-59
vs. artificial intelligence, 163-164
vs. realism , 34-35, 267
vs. story, 224-225
gamers, see players and players, types of
games, 275-276, 413
addictive quality of, 26-27
analyzing, 2, 59, 75
antisocial nature of, 5
appeal of, 94
builder, 408
categories of, 37
collaborative nature of, 245-246, 340
comparing, 74-75, 85, 358-359
complex, 271
consequences in, 337-338, 480
consistent tone of, 508
creating, 286-291
designing, 259-260
difficulty level, 465
drawing players into, 128
dynamic nature of, 5
ease of entry, 34
educational, 445-446
elements of, 314
experimental, 177-178
feel of, 294-295, 469-470
formulaic, 282
historical, 7, 28, 34, 458
ideas for, 18, 41-47, 88, 447-448
implementing, 53-54
interactivity of, 5, 38
learning from, 2-3
length of, 242-243, 322
missions in, 480
modes, 364-365
multi-player, 237-256, 303-304, 437-438
naming, 73, 179
online, 437-444
original, 191, 282-283
pace of, 242
pausing, 242
personal, 32
player s expectations of, 8-18
player s understanding of, 414-415
playing during development process, 283
providing learning period in, 127-131
reacting to players, 235
reasons for playing, 2-8
refocusing, 80
repetitive, 15
rewinding, 335-336, 347
saving, 15-16, 335-336, 451-452
setbacks in, 14
simplifying, 495-497
single-player, 237, 238-239
social aspect of, 238, 437-438
stages in, 372-373
taking break from, 242-243
unforgiving, 246-247
unique approaches to, 414-415
unwinnable, 6, 59-60
vs. other media, 2
vs. other solitary experiences, 5
vs. software toy, 413
waves in, 372-373
writing, 173-174, 221-225
game-world, xxi, 371, 450-451 see also setting
3D, 344-345
abstract, 125
behavior in, 366-367
boundaries, 9-10, 126, 199
building, 393
consistency in, 8-9
constraints, 224, 326
editing, 398-400
fairness of, 14
familiarity with, 125-126
fantasy, 157
feedback from, 136-140
introducing, 127
landmarks in, 464
navigating, 218, 397-398, 466, 477-478
real-world, 157
rules of, 333, 347
seamless, 452
unpredictability of, 9-10
view of, 72, 137, 299, 365
gaming press, 531
gamma testing, 185
Garage Games, 178
Garriott, Richard, 254, 355, 505, 511
Gauntlet , 87, 97, 98 , 98-99, 107, 239
Gauntlet II , 87, 92, 100
Gauntlet Legends , 107
GenPlay Games, 106
genres, 21, 103, 510
Getaway , The , 138, 462
Gettysburg! , 20, 23, 27 , 28 , 27-30, 29 , 34-35, 35 , 134, 458
Gilbert, Ron, 229
Global Conquest , 269
glory /shame, 238, 250, 256
goal-less game, 11, 72
goals, 10-11, 71, 304, 384, 414, 463, 465
accomplishing incrementally, 11-12
of multi-player artificial intelligence, 245
of story, 458
god games, 42
Godfather, The , 533
gold master, 282
Goldberg, Rube, 323
Gollop, Julian, 115
Gone With the Wind , 188
good artists borrow , great artists steal, 140
Gordon, Bing, 530
Gorlin, Dan, 321
Gossip , 262, 267, 268
Graduate, The , 324
Grand Theft Auto , 106, 162, 462, 476, 478, 522
radio stations , 477, 481-482
Grand Theft Auto 2 , 476
Grand Theft Auto III , xvii, 212, 220, 464, 465, 475-482
Grand Theft Auto: Vice City , 212, 220, 476, 477, 479, 482
Grand Unified Game Theory, A, 124
graphic adventures , 181-182, 231
graphical games, 190, 197
graphical HUD, 138-139
graphics, 35, 54, 83-84, 181-182, 190-191, 412
Greek mythology, 41-42
green-light committee, 308
griefers, 442-443
Griffith, D.W., 322
Grim Fandango , 143, 200, 231, 294
Grossman, Austin, 506-507
GUI, 132, 137-139, 231-232, 366 see also interface
front-end, 366
games without, 137-138
poorly designed, 13
testing, 490
Guns & Butter , 269 , 269-270
Gunslinger , xvii, 45



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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