Index_P


P

pacing, 242
emotional, 523-524
packaging, 182, 186-187
Pac-Man , 58, 97, 145, 208, 450, 451
paint programs, 410
Pajitnov, Alexey, 141, 142, 146, 149
panic/tension, 95
parser interface, 183-184, 199
particle system, 292-293
passion, 483
patches, 254, 282
pathfinding, 218 see also navigation
problems with, 167
paths, 396, 462
alternate, 462
branching, 465
critical, 456-457, 465, 480
multiple, 466
Pathways into Darkness , 296, 297
Pattern Language, A , 425-426
PC games , 477
controls in, 132-133, 135
vs. video games, 188
Peart, Neil, 281
pen-and-paper games, 205
pentomino, 142, 146, 149, 150
people not things, 262, 268, 278, 384
performance, 53-54, 525
issues, 45
persistent games, 254
persistent worlds , 4, 241-242
personal games, 32
Personal Software, 186
personalities, 332
of players, 245
of player character, 13, 218-222, 234-235
perspective,
first-person, 527, 528
first-person vs. third-person , 528-529
third-person, 234-235
Persson, Johan, 245
philosophy of design, 512
physics system, 43-44, 298-299, 301, 363, 457, 476, 477-478, 481
Pie-in-the-Sky Document, 377-378
Pierce, Tomi, 327
pinball games, 9, 60, 90-91
pinball thumper, 102
piracy, 186-187, 409
Pirates! , 20, 22 , 23, 24, 36
pitch document, 308
placeholder art, 284-285
Planetfall , 6, 174, 180, 185, 198
platformers, 12, 105-106
playable builds, 288
player behaviors, anticipating , 254
player characters , 13, 219-222, 325 see also characters
anonymity of, 235
behavior, 389-390
capabilities of, 362-363
controlling, 212, 383
creating, 383
customizing, 244
dying, 218
moving, 127
mute, 220, 482
personality of, 13, 218-222, 234-235
reactions to, 367
player disconnect, 528
player freedom, 95, 124, 275, 384, 480
player-killers, 247
player s story, 10, 37, 203-206
vs. designer s story, 383-384
players, 1-2, 14, 34, 154-155
alienating, 130
allowing for experimentation, 128
and collaboration with designer, 427
as experts on subject matter, 428
choices, 203, 274, 276-277, 386, 509, 510, 511-512, 521-522, 529, 530
confusing, 134, 465
cooperation between, 242, 245-246
creativity of, 116, 325, 414
decisions of, 37-38
desires of, 238-239
direction, 10-11
distancing from game, 51
drawing into game, 128
empowering, 59, 225, 529-530
expectations of, 8-18, 63, 126, 127
experiences, 120-123, 481
failure in game, 14, 465, 466
feedback, 135-136, 440-441, 444, 464
frustration, 8, 10, 12, 14, 16, 126, 134, 183, 199, 243-244, 465-466
ganging up on, 245
getting stuck, 16-17, 463
giving a fair chance to, 14
goals, 10-12
guiding, 124
improvisation, 481
involvement, 35-36, 203, 523, 529
leading, 275
learning styles of, 127-128
learning, 28, 424
losing, 22
mistakes, 127-128
motivations for playing multiplayer games, 238-239
negotiation between, 245
personalities of, 245
punishing, 128, 149
ranking, 248
repeating accomplishments, 15-16
responsibility of, 215
rewarding , 128, 459, 464
success of, 465
taking risks, 60
teaching, 127-131
trying game mechanics, 127-128
understanding of game, 414-415
unique approaches of, 414-415
what they want, 1-2, 238
players, types of, 83
casual, 83-84, 193, 198, 302-303, 423, 430, 440, 479
children, 234
experienced , 247
expert, 9
female , 94, 129, 241-242, 248
hard- core , 83, 193, 197, 247, 254, 294, 302-303, 486
inexperienced, 9
male, 127-128
novice, 9, 14, 83, 130, 197, 246-248
playing it in my mind, 92
playing styles, 491
PlayStation 2, 279, 526
playtesters , 472, 473, 484-489, 491-492, 497
appropriate, 485-487
feedback from, 446
first- impression , 486, 490
game designers as, 486
hard-core fans as, 489
inappropriate, 487-489
kleenex testers, 446, 486
non-gamers as, 487
traditional, 485-486
playtesting, 18, 34, 132, 134-136, 173-174, 176, 185-186, 246, 253-255, 291, 388, 398, 429, 441-442, 446-447, 472, 473, 483-499
coaching during, 491
early, 489
guided vs. unguided, 492-493
methods for, 491-492
scheduling, 489-491
pleasing everyone, 498
plot, 121-122, 222, 274
adapting, 218
developing, 275
simplicity of, 348
twists , 523
point-and-click interface, 183, 230-231, 329, 388, 412
Pokemon , 1
Pole Position , 462
polygon count, 54
Pong , 93, 97, 239
pop-up menus , 277, 389
ports, see conversions
Portwood, Gene, 324
positive feedback, 33, 243
predetermined outcome, 384
preproduction, 519
prequel, 180
press, 141-142, 178, 226
Prime Target , 50
primrose path games, 338
Prince of Persia , 128 , 137, 320, 323-326, 324 , 325 , 339, 346-347, 350, 351 , 351-353, 364
Prince of Persia 2 , 329
Prince of Persia 3D , 344-345, 346
Prince of Persia (movie), 350, 352
Prince of Persia: The Sands of Time , 219-220, 220 , 320, 345-350, 345 , 346 , 349 , 350 , 352, 527
production cycle, 168
profitability, 177-178
programmer/designer, 32, 435
programmers, 109, 165, 291-293, 299, 317, 368, 370, 405-406
vs. designers, 403-406
programming, 90, 93, 317, 409-410
complexity of, 406
Project Gotham Racing , 462
proof-of-concept, 283
proposal document, 308
prototype, 283-285, 288, 294-295, 518
prototyping, 32-34, 110-111, 285
publishers, 319, 518
Puzo, Mario, 533
puzzle elements, 332
puzzle games, 142-144
puzzles, 116-117, 117-118, 121, 122, 124, 143, 190, 198, 232-233, 235, 364, 457, 463
arbitrary, 457
solving, 120, 457



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

Similar book on Amazon

flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net